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Monster

Myconid Sovereign

Large Plant · Lawful Neutral

Monster Manual Page 232
Armor Class 13
Hit Points 60 (8d10 + 16)
Speed Walk 30 ft.
CR 2
STR 12 +1
DEX 10 +0
CON 14 +2
INT 13 +1
WIS 15 +2
CHA 10 +0

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

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 ft., one target. 8 () Bludgeoning damage plus 7 () Poison damage.

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 weeks or until destroyed, and it can't be animated again in this way.

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 for 1 minute. The target is 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 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 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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