Tiny Plant, Typically Chaotic Neutral
Armor Class 3 natural armor
Hit Points 1 (1d4)
Speed
STR
1 (-5)
DEX
1 (-5)
CON
20 (+5)
INT
20 (+5)
WIS
20 (+5)
CHA
20 (+5)
Skills Deception +32
Senses Blindsight, Tremorsense, Truesight, Passive Perception 20
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

. Enter the description for your special trait.

Spellcasting. The [Crimson Cap Mushroom] is a 6-level spellcaster. Its spellcasting ability is [19] (spell save DC 17, +6 to hit with spell attacks). The [Crimson Cap Mushroom] has following spells prepared:
Cantrips (at will): [minor illusion], [thaumaturgy]

Level 6 Spells slots [8]: Phantasmal ForceConce,,Mirror Image,  Read thoughts, Magic mouth,  Hypnotic Pattern, Hallucinatory Terrain, Seeming, weird.

Actions

Trip. A creature that has eaten the mushroom rolls a CON DC (18). on a failed save the creature feels tingly and is at disadvantage against the mushrooms spellcasting. on a successful save the creature still feels tingly but does not suffer any disadvantages.

Sick. The mushroom makes its consumer throw up and feel sick. the Mushroom regains spent spell slots. player rolls a CON DC (15) to avoid becoming sick.

 

 

Bonus Actions

The Mushroom can use a bonus action to cast a secondary illusion with the first.

Reactions

On set. 50 minutes after eating the red crimson mushroom, it rolls 1d4 and initiative begins.

1- The Mushrooms intent becomes hostile 

2- The Mushroom confuses the player and when its over the player must reroll (6 d6) on their CON, CHA, and WIS stats and use the new stats permanently 

3- The Mushroom allows two players that have both eaten and gotten a 3 to communicate psychically, when it's over these two players will feel more connected and friendly.

4- The Mushroom reveals information that can help a player with a quest or internal conflict.

Legendary Actions

When the trip starts to end the mushroom can say goodbye to the creature.

Be seeing you (Costs 3 Actions). A familiar seeming voice from inside the creatures mind says goodbye, The creature gains all the benefits of a long rest and is cured of any and all afflicting diseases. The creature is also resistant of being frightened for the next 12 hours.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

White stem with gills. Circular crimson cap with white dots on top. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Fungusplant

Habitat: ForestGrasslandSwampUnderdark

tylorlewis958

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