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Myconid

Myconid Sprout

Small plant , lawful neutral
Armor Class: 10
Hit Points: 7 (2d6) 2d6
Speed: 10 ft

STR

8 -1

DEX

10 +0

CON

10 +0

INT

8 -1

WIS

11 +0

CHA

5 -3

Senses: darkvision 120 ft., passive Perception 10
Challenge Rating: 0

3/day: Rapport Spores. As an action, the myconid can extend a 10-foot radius of spores from itself. 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.


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 1d20+1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) 1d4-1 bludgeoning damage plus 2 (1d4) 1d4 poison damage.

Myconid Adult CR: 1/2

Medium plant , lawful neutral
Armor Class: 12 (natural armor)
Hit Points: 22 (4d8+4) 4d8+4
Speed: 20 ft

STR

10 +0

DEX

10 +0

CON

12 +1

INT

10 +0

WIS

13 +1

CHA

7 -2

Senses: darkvision 120 ft., passive Perception 11
Challenge Rating: 1/2

3/day: Pacifying Spores. As an action, 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.


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 1d20+2 to hit, reach 5 ft., one target. Hit: 5 (2d4) 2d4 bludgeoning damage plus 5 (2d4) 2d4 poison damage.   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

Large plant , lawful neutral
Armor Class: 13 (natural armor)
Hit Points: 60 (8d10+16) 8d10+16
Speed: 30 ft

STR

12 +1

DEX

10 +0

CON

14 +2

INT

13 +1

WIS

15 +2

CHA

10 +0

Senses: darkvison 120 ft., passive Perception 12
Challenge Rating: 2

3/day: Animating Spores. As an action, 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 1d4+1 weeks or until destroyed, and it can't be animated again in this way.


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 is Hallucination Spores or its Pacifying Spores, then makes a fist attack.   Fist. Melee Weapon Attack: +3 1d20+3 to hit, reach 5 ft., one target. Hit: 8 (3d4+1) 3d4+1 bludgeoning damage plus 7 (3d4) 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 tis 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 within 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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