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Myconid Adult

Medium plant, lawful neutral
Armor Class 12 (natural armor)
Hit Points 22 4d8+4
Speed 20ft

STR
10 0
DEX
10 0
CON
12 +1
INT
10 0
WIS
13 +1
CHA
7 -2

Senses darkvision 120 ft., passive Perception 11
Challenge 1/2


Distress Spores. When the myconid takes damage, all other myconids within 240 feet can sense its pain.

Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.


Actions

Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 2d4 bludgeoning damage plus 5 2d4 poison damage.

Pacifying Spores (3/Day). The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 11 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 effect on itself on a success.

Rapport Spores. A 20-foot radius of spores extends from the myconid. 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 affect lasts for 1 hour.


 

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