Medium Plant, Any Non-Good Alignment
Armor Class 12
Hit Points 22 (5d8)
Speed 30 ft.
STR
13 (+1)
DEX
15 (+2)
CON
10 (+0)
INT
7 (-2)
WIS
10 (+0)
CHA
6 (-2)
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Common
Challenge 2 (450 XP)
Proficiency Bonus +2
Actions

Multiattack. The Fungal Walker uses either its Hallucination Spores or its Pacifying Spores, then makes a Slam or bite Attack 

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d8 + 2) piercing damage.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 2) Bludgeoning damage.

Hallucination Spores. The Fungal Walker ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Pacifying Spores. The Fungal Walker ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.

Death Burst. When the Monster  dies, it explodes in a burst of Spores and fungus. Each creature within 5 feet of it must make a DC 12 Con saving throw, taking 4 (1d8) Poison damage on a failed save, or half as much damage on a successful one.

Description

Fungi and spore sacs have begun to burst from within the persons shambling form creating a disturbing semblance of life before you.

Environment: SwampUnderdarkUrban

CaptainBedHead