| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 14 | +2 | +2 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 15 | +2 | +2 |
| CHA | 9 | −1 | −1 |
Sun Sickness. While in sunlight, the myconid has Disadvantage on [Tooltip Not Found]. The myconid dies if it spends more than 1 hour in sunlight.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) Bludgeoning damage plus 5 (4d6) Poison damage.
Pacifying Spores (1/Day). Constitution Saving Throw: DC 14, one creature the myconid can see within 10 feet. Failure: The target has the Stunned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Rapport Spores. The myconid expels spores in a 30-foot Emanation originating from itself. Creatures in that area with an Intelligence score of 2 or higher that aren't Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour.
Description
The Aurora Watch are the Kryn Dynasty's soldiers and guards. Within different regions throughout the Dynasty, their forces are sometimes bolstered by local forces of monsters and fiends who serve the Bright Queen as allies. They act as police officers and guards for official buildings and throughout the Kryn Dynasty's cities. Fines and punishments for crimes against soldiers of the Aurora Watch are doubled.
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