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Myconid Soldier - Cordyceptica in Dungeons & Dragons 5e

Myconid Soldier - Cordyceptica CR: 7

Large plant, neutral evil
Armor Class: 17 (natural armor)
Hit Points: 126 (11d12+55)
Speed: 34 ft

STR

17 +3

DEX

17 +3

CON

15 +2

INT

13 +1

WIS

7 -2

CHA

14 +2

Damage Vulnerabilities: Ice
Damage Resistances: Fire
Damage Immunities: Poison
Senses: tremorsense 60ft., passive perception 17
Languages: telepathy via spors
Challenge Rating: 7

Distress Spores. When a deathcap myconid takes damage, all other myconids within 240 feet of it sense its pain.
Spores (Ex): A myconid soldier has access to command, distress, rapport, pacification, and hallucination spores (save DC 15 where applicable).

  • Command: These spores command and direct myconids of lower status, or compel creatures infected with the parasitic bite of Cordyceptica Myconid spawn.
  • Distress: These spores alert all other myconids within the area that danger is near. They are released in a 120-foot spread.
  • Rapport: Myconids do not speak, but these spores enable them to establish telepathic communication with each other and with outsiders. A successful Constitution saving throw (DC varies; see individual descriptions) negates the effect, but it is harmless. Rapport lasts for 30 to 60 minutes with outsiders, but for 8 hours with other myconids. Rapport spores can be released as either a 120-foot spread or a 40-foot ray. Regardless of the release area, the communication range is 120 feet once rapport is established.
  • Pacification: These spores are released as a 40-foot ray. The target must make a Fortitude saving throw (DC varies; see individual descriptions) or become passive for 1 minute. Being passive is similar to being dazed, except that the target can take partial actions that don't involve attacking. This is a mind-affecting compulsion effect.
  • Hallucination: These spores are released as a 40-foot ray. The target must make a Fortitude saving throw (DC varies; see individual descriptions) or suffer powerful hallucinations that duplicate the effects of a confusion spell for 1 hour.
Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws.

Actions

Multiattack. The myconid soldier makes 2 hammering fist attacks.
Dominating Spores (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 20 ft., one target. Hit: The target must make a DC 15 Wisdom saving throw or become dominated by the myconid per the Dominate Person spell for 1 turn.
Hammering Fists. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d12+2) bludgeoning damage.
Spore Cloud (Recharge 5-6). The myconid expels a cloud of poisonous spores, centered on itself and extending out in a 5 foot radius. Any creature caught in the spore cloud must make a DC 15 Constitution saving throw, taking 12 (4d6) poison damage or half that amount on a successful save.

Reactions

Mycotoxin. If the Myconid Soldier reaches 25 hit points, and a creature nearby has reached at least stage 3 of the Cordyceptica Infection, that creature withers and dies, and the Myconid Soldier absorbs hit points equal to that creature's remining hit points.


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