Sun Sickness. While in sunlight, the mushroom has disadvantage on ability checks, attack rolls, and saving throws. The mushroom dies if it spends more than 1 hour in direct sunlight.
False Appearance. While the mushroom remains motionless, it is indistinguishable from a large mushroom.
Multiattack. The mushroom uses its Shade Spores and its Necrofungus Spores.
Animating Spores (3/Day). The mushroom targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4 + 1 weeks or until destroyed, and it can’t be animated again in this way.
Shade Spores. The mushroom ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Necrofungus Spores. The mushroom ejects spores filling a 30 foot radius around it. The targets within range must succeed on a DC 15 Constitution saving throw or take 3d8 necrotic damage (half on a successful save). Additionally they are unable to heal for one round if they failed the save. The spores linger in the area for 1d6 rounds unless dispersed by a strong wind.
Rapport Spores. A 30-foot radius of spores extends from the mushroom. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
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