Siege Monster. The beast deals double damage to objects and structures.
Rotten Rejuvenation. If the creature takes any poison damage this is regained as healing instead.
Death Spores. Once the creature is reduced to 0 hit points it automatically performs Fungal Release.
Lodging Fungi. If a creature critical misses the beast using a melee weapon, the weapon will get stuck in the beast's fungal plates. Thrown weapons that hit the beast also get stuck. A DC 15 Strength check will dislodge the weapon but the creature taking the weapon must also make a DC 13 Dexterity saving throw, taking 11 (3d6) poison damage on a failed save, or half as much on successful one.
Multiattack. The beast makes two fist attacks and uses it's Spores.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 3) bludgeoning damage.
Spores. The beast pulls in a target within 5 feet of it and releases poisonous spores from it's fungal body. The target must make a DC 13 Constitution saving throw, taking 21 (4d8 + 3) poison damage on a failed save, or half as much on successful one. A target who failed the save also gains one random disease.
Fungal Release. Upon falling under 65 hit points, the beast's hardened fungal shell starts to break off and it is able to release more potent spores on a bigger scale. All creatures within 5 feet of the beast must make a DC 13 Constitution saving throw, taking 25 (5d8 + 3) poison damage on a failed save, or half as much on successful one. A target who failed the save also gains one random disease. After taking this action the beast cannot use it's multiattack but can make one attack with it's fists.
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