Mushroom King

Mushroom King Tactics

If the Mushroom King is attacked in its lair, it will try its hardest to kill the intruders.

The Mushroom King relies on AOE attacks and weakening its enemies before attacking them with brute force.

If the Mushroom King uses Blinding Spores or Stunning Spores during a turn, it will always use them before it makes a slam attack.

The Mushroom King understand the concept of magic and will try to break the concentration of a spellcaster.

if there are Fungal Elves in the room, the Mushroom King will not hesitate to use them as meat shields against enemy attacks.

Tips on Running the Mushroom King

The Mushroom King does not have ranged attacks. With good positioning, the spellcasters and ranged fighters in the party might not take any damage.

The Mushroom King has a lot of HP for a CR 5 creature, but it also has an extremely common damage vulnerability, which will eat at its HP very, very quickly.

Mushroom King
LARGE PLANT NEUTRAL EVIL

Armor Class: 16 (natural armor)

Initiative: -1 (9)

Hit Points: 152 [16d10+64]

Speed: 20 ft.

Challenge: 5 (XP 1,800; PB +3)
    MOD SAVE
STR 18 +4 +4
DEX 9 -1 -1
CON 18 +4 +7
    MOD SAVE
INT 8 -1 -1
WIS 14 +2 +5
CHA 6 -2 -2

Vulnerabilities: Fire

Immunities: Poison; Blinded, Poisoned

Senses: Darkvision 60 ft., Blindsight 120 ft., Passive Perception

Languages: None


Traits

Poison Absorption. Whenever the Mushroom King takes poison damage, it takes no damage and regains a number of hit points equal to the poison damage dealt.

King's Court. When a creature the Mushroom King can see targets it with an attack, the Mushroom King chooses a creature loyal to it within 5 feet of it. The chosen creature becomes the target instead.


Actions

Multiattack. The Mushroom King makes 2 slam attacks or 1 slam attack and 1 of its spore attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.

Blinding Spores (Recharge 5-6). The Mushroom King shakes its cap and releases bright yellow spores in a 5-foot radius around it. All creatures in the 5-foot radius must succeed on a DC 15 Constitution saving throw, taking 2d6 poison damage on a failed save or half as much damage on a successful one. On a failed save, the target becomes Blinded until the end of the Mushroom King's next round.

A creature under the Mushroom King's control is immune to the damage and the blinding effect.

Poisonous Spores (Recharge 5-6). The Mushroom King shakes its cap and releases bright blue spores in a 5-foot radius around it. All creatures in the 5-foot radius must succeed on a DC 15 Constitution saving throw, taking 2d6 poison damage on a failed save or half as much damage on a successful one. On a failed save, the target becomes poisoned for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

A creature under the Mushroom King's control is immune to the damage and the poison effect.

Controlling Spores (Recharge 6). The Mushroom King shakes its cap and releases bright purple spores in a 5-foot radius around it. All creatures in the 5-foot radius must succeed on a DC 13 Wisdom saving throw, taking 2d6 poison damage on a failed save or half as much damage on a successful one. On a failed save, the target becomes Charmed until the end of the Mushroom King's next round.

A creature under the Mushroom King's control is immune to the damage and the charm effect.



Lair Actions

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

Storm of Spores. The fungi in the room begin to shake, releasing a storm of spores into the air. All creautres are effectively blinded for one turn.

Healing Spores. Tendrils of purple spores lift from the mushrooms in the lair into the Mushroom King. The Mushroom King heals for 11 (2d8 + 2) HP

Heal Dampen. The mushrooms in the room shake and release bright purple spores into the air. Any creature that heals while this effect is still activewill only take half the amount of the HP healed, with 1 being the minimum possible amount to be healed.

 


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