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:
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.
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.
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.
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.
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 lives in a forest surrounded by the sounds of nature. In his grove, he keeps various plants, animals, and musical instruments to entertain himself.
The region containing a legendary Trungus' lair is a land of sound, harmony, and eutopia, which creates one or more of the following effects: