Myconids
Overview
Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies.Circles and Melds
The largest myconid in a colony is its sovereign, which presides over one or more social groups called circles. A circle consists of twenty or more myconids that work, live, and meld together. A meld is a form of communal meditation that allows myconids to transcend their dull subterranean existence. The myconids’ rapport spores bind the participants into a group consciousness. Hallucination spores then induce a shared dream that provides entertainment and social interaction. Myconids consider melding to be the purpose of their existence. They use it in the pursuit of higher consciousness, collective union, and spiritual apotheosis. Myconids also use their rapport spores to communicate telepathically with other sentient creatures.Myconid Reproduction
Like other fungi, myconids reproduce by mundane sporing. They carefully control their spores’ release to avoid overpopulation.Myconid Sprout CR: 0 (10 XP)
STR
8 -1
DEX
10 +0
CON
10 +0
INT
8 -1
WIS
11 +0
CHA
5 -3
Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it 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: +1 to hit, reach 5 feet, one target. Hit: 1d4 − 1 bludgeoning damage plus 1d4 poison damage. Rapport Spores (3/Day). A 10-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 effect lasts for 1 hour.
Myconid Adult CR: 1/2 (100 XP)
STR
10 +0
DEX
10 +0
CON
12 +1
INT
10 +0
WIS
13 +1
CHA
7 -2
Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it 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 feet, one target. Hit: 2d4 bludgeoning damage plus 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 effect lasts for 1 hour.
Myconid Sovereign CR: 2 (450 XP)
STR
12 +1
DEX
10 +0
CON
14 +2
INT
13 +1
WIS
15 +2
CHA
10 +0
Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it 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
Multiattack. The myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack. Fist. Melee Weapon Attack: +3 to hit, reach 5 feet, one target. Hit: 3d4 + 1 bludgeoning damage plus 3d4 poison damage. Hallucination Spores. The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Pacifying Spores. The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 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 condition on itself on a success. Rapport Spores. A 30-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 effect lasts for 1 hour.
Comments