Monster
Myconid Sovereign
Official reference · XMM · 2024
- Creature type
- Plant
- Size
- Large
- Armor class
- 13
- Hit points
- 45 (6d10 + 12)
- Speed
- Walk 30 ft.
- Challenge rating
- 2
- Alignment
- Lawful Neutral
- Strength
- 12
- Dexterity
- 10
- Constitution
- 14
- Intelligence
- 13
- Wisdom
- 15
- Charisma
- 10
- Passive Perception
- 12
- Senses
- Darkvision 120 ft.
- Languages
- telepathy 240 ft.
Traits
Sun Sickness
While in sunlight, the myconid has Disadvantage on D20 Tests. The myconid dies if it spends more than 1 hour in sunlight.
Actions
Multiattack
The myconid makes one Slam attack and uses Pacifying Spores.
Slam
Melee Attack: +3, reach 5 ft. Hit: 6 (2d4 + 1) Bludgeoning damage plus 5 (2d4) Poison damage.
Animating Spores (3/Day)
The myconid releases spores at a Medium or Small corpse within 5 feet of it that wasn't a Construct or an Undead. In 24 hours, the corpse rises as a Myconid Spore Servant. The corpse stays animate for 1d4 + 1 weeks or until destroyed, and it can't be animated again in this way.
Pacifying Spores
Constitution Saving Throw: DC 12, 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.