Unusual Nature. The plant doesn’t require sleep.
False Appearance. While the Brain Shroom remains motionless, it is indistinguishable from a large fungus.
Spellcasting (Psionics). The Brain Shroom casts one of the following spells, requiring no spell components and using Inteligence as the spellcasting ability (spell save DC 16):
At will: calm emotions, Charm Person
1/day each: Telekinesis, Dominate Beast
1/day each unlocked at higher charge levels: (6th) Dominate Person, (7th)Dominate Creature.
Brain Fog. Creatures within 120ft of the Brain Shroom at the start of their turn must make an DC16 inteligence saving throw to percieve the Brain Shroom, on success the creature doesn't need to make the saving throw again for 30 sec, on a fail the creature is unaware of its existence until it succeeds the saving throw or is more than 120ft away.
Psyche Out. The Brain Shroom invades the mind of another creature it can sense and gives them a psychadelic vision, the creature must make a DC 16 inteligence saving throw taking 3d6+4 psychic damage and becoming intoxicated, the creature is poisoned and must roll a d20, on a1 it has a bad trip and suffers madness (roll on the madness table), on a 2-20 it is under the effect of the confusion spell. On a success takes half damage.
Bonus Action
Psy Step. The Brain Shroom teleports up to 15ft to an unocupied location on a surface connected to the one its on.
Misdirect. When a creature would hit with an attack within 30ft of the Brain Shroom it can impose disadvantage on the roll.
Description
The Brain Shroom looks like a large brain on a stalk that has a pink hue to it and seems blurry no matter how hard you wipe your eyes.
Lifespan. 14 days
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