Large plant, lawful neutral



STRDEXCONINTWISCHA
12 (+1)10 (+0)14 (+2)13 (+1)15 (+2)10 (+0)


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. {@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}8 ({@damage 3d4 + 1}) bludgeoning damage plus 7 ({@damage 3d4}) 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 {@dice 1d4 + 1} 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 {@condition poisoned} for 1 minute. The {@condition poisoned} target is {@condition 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.

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 {@condition 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.

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.