Medium Plant, Neutral
Armor Class 15 (natural armor)
Hit Points 90 (12d8 + 36)
Speed 30 ft.
STR
16 (+3)
DEX
10 (+0)
CON
14 (+2)
INT
14 (+2)
WIS
11 (+0)
CHA
9 (-1)
Senses Darkvision 60 ft., Passive Perception 10
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Sunlight Hypersensitivity. The deathcap takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. The myconid can use its Eject Spores. It then makes two Spore-Coated Fist attacks.

Spore-Coated Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 10 (3d6) poison damage.

Eject Spores. The myconid ejects one of the following types of spores at one creature it can see within 20 feet of it.

  • Hallucination Spores. The Sovereign eject spores at creatures within 20 ft. of it. The target must succeed a DC 14 Constitution Saving Throw or be poisoned, taking 1d4 per turn. In addition, the target suffers from hallucinations effectively incapacitating it.
    The target makes a DC 14 Constitution Saving Throw at the end of each of it's turns to end the poison effect. 
    The target makes a DC 15 Wisdom Saving Throw to end the hallucinations at the end of each of its turns.
  • Slumber Spores. The target must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Habitat: Underdark

ScreamingEagle

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