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Monster

Myconid Adult

Medium Plant · Lawful Neutral

Monster Manual Page 232
Armor Class 12
Hit Points 22 (4d8 + 4)
Speed Walk 20 ft.
CR 1/2
STR 10 +0
DEX 10 +0
CON 12 +1
INT 10 +0
WIS 13 +1
CHA 7 -2

Traits

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 ft., one target. 5 () Bludgeoning damage plus 5 () 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 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.
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