Myconids
Myconid Sprout
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.
Armor Class | 10 | ||
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Hit Points | 2d6 | ||
Speed | 10ft. | ||
Strength | 8 (-1) | ||
Dexterity | 10 (+0) | ||
Constitution | 10 (+0) | ||
Intelligence | 8 (-1) | ||
Wisdom | 11 (+0) | ||
Charisma | 5 (-3) | ||
Senses | Darkvision 120ft. | Passive Perception 10 | |
Languages | --- | ||
Challenge | 0 (10 XP) | ||
Special 1 | Distress Spores | When the myconid takes damage, | all other myconids within 240 feet of it can sense its pain |
Special 2 | Sun Sickness | While in sunlight, the myconid has a disadvantage | on ability checks, attack rolls, and saving throws. |
The myconid dies if it spends more than 1 hour in direct sunlight | |||
Action 1 | Fist | Melee Weapon Attack | d20+1 to hit |
Reach 5 ft., one target | Hit 1d4-1 bludgeoning damage | plus 1d4 poison damage | |
Action 2 | 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 Spore Servant
A spore servant is any Large or smaller creature brought back to life by the animating spores of a myconid sovereign. A creature that was never flesh and blood to begin with (such as a construct, elemental, ooze, plant, or undead) can't be turned into a spore servant. The following characteristics change or are added to a creature that becomes a spore servant.
Retained Characteristics The servant retains its Armor Class, hit points, Hit Dice, Strength, Dexterity, Constitution, vulnerabilities, resistances, and immunities.
Lost Characteristics The servant loses its original saving throw and skill bonuses, special senses, and special traits. It loses any action that isn't Multiattack or a melee weapon attack that deals bludgeoning, piercing, or slashing damage. If it has an action or a melee weapon attack that deals some other type of damage, it loses the ability to deal damage of that type, unless the damage comes from a piece of equipment, such as a magic item.
Type The servant's type is plant, and it loses any tags.
Alignment The servant is unaligned.
Speed Reduce all the servant's speeds by 10 feet, to a minimum of 5 feet.
Ability Scores The servant's ability scores change as follows: Intelligence 2 (-4), Wisdom 6 (- 2), Charisma 1 (-5).
Senses The servant has blindsight with a radius of 30 feet, and it is blind beyond this radius.
Condition Immunities The servant can't be blinded, charmed, frightened, or paralyzed.
Languages The servant loses all known languages, but it responds to orders given to it by myconids using rapport spores. The servant gives highest priority to orders received from the most powerful myconid.
Attacks If the servant has no other means of dealing damage, it can use its fists or limbs to make unarmed strikes. On a hit, an unarmed strike deals bludgeoning damage equal to 1d4 +the servant's Strength modifier, or, if the servant is Large, 2d4 + its Strength modifier.
Sample Spore Servant This spore servant statistics presented here use a quaggoth as the base creature.
Armor Class | 13 (natural armor) | ||
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Hit Points | 6d8+18 | ||
Speed | 20 ft. | Climb 20 ft. | |
Strength | 17 (+3) | ||
Dexterity | 12 (+1) | ||
Constitution | 16 (+3) | ||
Intelligence | 2 (- 4) | ||
Wisdom | 6 (- 2) | ||
Charisma | 1 (- 5) | ||
Damage Immunities | Poison | ||
Condition Immunities | Blinded | Charmed | Frightened |
Paralyzed | Poisoned | ||
Senses | Blindsight 30ft. (blind beyond this radius) | Passive Perception 8 | |
Languages | --- | ||
Challenge | 1 (200 XP) | ||
Action 1 | Multiattack | The spore servant makes two claw attacks | |
Action 2 | Claw | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 1d6+3 slashing damage |
Myconid Adult
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.
Armor Class | 12 (natural armor) | ||
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Hit Points | 4d8+4 | ||
Speed | 20ft. | ||
Strength | 10 (+0) | ||
Dexterity | 10 (+0) | ||
Constitution | 12 (+1) | ||
Intelligence | 10 (+0) | ||
Wisdom | 13 (+1) | ||
Charisma | 7 (-2) | ||
Senses | Darkvision 120ft. | Passive Perception 11 | |
Languages | --- | ||
Challenge | 1/2 (100 XP) | ||
Special 1 | Distress Spores | When the myconid takes damage, all other myconids | within 240 feet of it can sense its pain |
Special 2 | Sun Sickness | While in sunlight, the myconid has a disadvantage | on ability checks, attack rolls, and saving throws. |
The myconid dies if it spends more than 1 hour in direct sunlight | |||
Action 1 | Fist | Melee Weapon Attack | d20+2 to hit |
Reach 5 ft., one target | Hit 2d4 bludgeoning damage | plus 2d4 poison damage | |
Action 2 | 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 |
Action 3 | 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
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.
Armor Class | 13 (natural armor) | ||
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Hit Points | 8d10+16 | ||
Speed | 30ft. | ||
Strength | 12 (+1) | ||
Dexterity | 10 (+0) | ||
Constitution | 14 (+2) | ||
Intelligence | 13 (+1) | ||
Wisdom | 15 (+2) | ||
Charisma | 10 (+0) | ||
Senses | Darkvision 120ft. | Passive Perception 12 | |
Languages | --- | ||
Challenge | 2 (450 XP) | ||
Special 1 | Distress Spores | When the myconid takes damage, all other myconids | within 240 feet of it can sense its pain |
Special 2 | Sun Sickness | While in sunlight, the myconid has a disadvantage | on ability checks, attack rolls, and saving throws. |
The myconid dies if it spends more than 1 hour in direct sunlight | |||
Action 1 | Multiattack | The myconid uses either its Hallucination Spores | or its Pacifying Spores, then makes a fist attack |
Action 2 | Fist | Melee Weapon Attack | d20+3 to hit |
Reach 5 ft., one target | Hit 3d4+1 bludgeoning damage | plus 3d4 poison damage | |
Action 3 | Animating Spores (3/Day) | The myconid targets one corpse of a humanoid | or a Large or smaller beast within 5 feet |
of it and releases spores at the corpse. In 24 hours, | the corpse rises as a spore servant. | The corpse stays animated for 1d4 +1 weeks | or until destroyed, and it can't be animated again in this way |
Action 4 | 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 | ||
Action 5 | 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 |
Action 6 | 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 |
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