Trungus the Mighty Fungus

(a.k.a. The Music of the Earth)

Trungus the Mighty Fungus is a Chios Spirit of moderate power. He is a nature spirit that embodies the music of the world. Some druids and bards have begun to pay him homage.   While he is not recognized as a deity, there are some who have started to offer a quick prayer. He is also known to share his essence with a few who are protecting areas of the world that he considers sacred. He is also a servant of Natre: The Spirit of Nature and serves his goddess with what ever she needs.

Divine Domains

Music, Earth
Divine Classification
Chios Spirit
Age
Immortal
Children
Eyes
Green
Skin Tone/Pigmentation
light brown, bark-like, covered in mushrooms
Height
10 ft

Trungus the Mighty Fungus CR: 19

Large fey, plant, neutral
Armor Class: 18
Hit Points: 200 (20d10 + 100)
Speed: 30 ft

STR

16 +3

DEX

16 +3

CON

20 +5

INT

18 +4

WIS

14 +2

CHA

16 +3

Saving Throws: CON +10, Dex +8 WIS +7
Skills: Athletics +8, Persuasion +8, Stealth +8
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Lightning, Thunder
Condition Immunities: Charmed, Frightened
Senses: Darkvision 120 ft, Tremorsense 120 ft, Passive Perception 12
Languages: Common, Sylvan
Challenge Rating: 19

Innate Spellcasting. Trungus' innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Trungus can innately cast the following spells, requiring no material components:

At will: calm emotions, charm person, detect magic

1/day: raise dead synaptic static

2/day: Bestow Curse, Compulsion, Counter Spell, Fear, Thunderwave (as a 7th Level spell)


Legendary Resistance (3/Day). If Trungus fails a saving throw, he can choose to succeed instead.   Magic Resistance. Trungus' has advantage on saving throws against spells and other magical effects.   Magic Weapons. Trungus' weapon attacks are magical.

Actions

Multiattack. Trungus makes three attacks with his Mace of Thunder.   Mace of Thundering. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: # (2d6 + 3) [bludgeoning damage] damage plus the target must make a DC 16 Constitution saving throw. On a failure, they take 5d6 thunder damage and are pushed back 10 ft. on a success they take half damage and are not pushed back.     Exploding Fungus. As an action, Trungus can explode the fungus that grows over his body. Every creature within 10 feet must make a Dexterity saving throw or take 15d6 poison damage.

Reactions

Maddening Spores. (recharge 5 or 6) When a melee attack hits Trungus he releases a spore from one of his fungi that covers the attacker. A crown of maddening mushrooms grows on their head and they must make a Charisma Saving throw against Trungus spell save DC. On a failure they are under the influence of crown of madness until the end of their next turn.

Legendary Actions

Trungus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Trungus regains spent legendary actions at the start of its turn.   Fast Movement. Trungus makes a movement action.   Mace Attack. Trungus makes a mace attack.   Calm Demeanor (Costs 2 Actions). Trungus radiates an aura of calming energy. A creature within 30 feet is charmed by Trungus for one round.

Lair Actions

On initiative count 20 (losing initiative ties), Trungus takes a lair action to cause one of the following effects; Trungus can’t use the same effect two rounds in a row:  

  • Trungus opens a gate to the Eternal Domain and summons a [monster]Satyr[monster] to join combat for 1d4 round. Up to 4 Satyrs can be in combat at once.
  • Trungus taps into the nature of his home and gains regeneration 5 for one round.
  • Trungus summons a bolt of lightning and targets a line 5 feet in diameter and 30 feet long. Any creature in that line must make a Dexterity Saving throw DC 16 or take 3d6 lightning damage.

Trungus lives in a forest surrounded by the sounds of nature. In his grove, he keeps various plants, animals, and musical instruments to entertain himself.

Regional Effects

The region containing a legendary Trungus' lair is a land of sound, harmony, and eutopia, which creates one or more of the following effects:  

  • Sounds echo throughout the region. Any perception checks which rely on sound are made at disadvantage.
  • Other monsters in the region associated with Trungus have advantage on saving throws against being charmed or frightened.
  • The first time a creature enters the region, curses, diseases, and other conditions are cured.
If the Trungus dies, these effects fade over the course of 1d4 days.

Trungus the Mighty Fungus stands 10 feet tall, with pale barky skin. Small mushrooms grow all over it, of all shapes and sizes.