Distress Spores. When a myconid takes damage, all other myconids within 240 feet of it 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.
Multiattack. The myconid uses either its Poison Spores or its Slumber Spores, then makes a fist or bite attack.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (3d4 + 1) piercing damage plus 1d4 poison damage. Targets hit must make a DC 16 Constitution saving throw. On a failed save, they become infected with cordyceptica spores.
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (4d4 + 1) bludgeoning damage plus 10 (4d4) poison damage.
Poison 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 13 Constitution saving throw or be poisoned for 3 rounds. While poisoned this way, the target also takes 10 (4d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Slumber 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 13 Constitution saving throw or fall prone and unconscious for 1 minute.
Myconid typically live deep underground, sometimes venturing further toward the surface. Myconid of the Cordyceptica family have begun to migrate upward, their sovereign teaching that they deserve to rule the surface.