Mycolid Spore Lord

CR 3
Medium Plant
Armor Class 14 (natural armor)
Hit Points 68
Speed 15 ft.
Perception 14 Stealth 12
Immune poison
Senseskeensense 120 ft. (can’t sense beyond this radius)
Languages understands Druidic and Sylvan but can’t speak, telepathy 60 ft.


STR DEX CON INT WIS CHA
+3 +2 +1 -1 +4 -1

Fungal Toxicity. A creature that hits the mycolid with a melee attack while within 5 feet of it must succeed on a DC 13 CON save or be poisoned for 5 hours. If the poison isn’t neutralized before 5 hours have passed, the creature must succeed on a DC 14 CON save, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one.

Mycolid Connection. The spore lord can pinpoint the location of each friendly mycolid within 1 mile of it. In addition, its telepathy range increases to 1 mile when communicating with other mycolids.

Plant Resilience. The mycolid is resistant to exhaustion and to the paralyzed, petrified, and unconscious conditions.

Actions

Multiattack. The spore lord makes two Fungal Staff attacks or uses Hurl Sap twice.

Fungal Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) poison damage.

Hurl Sap. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 11 (2d8 + 2) poison damage, and the sap sticks to the target. While the sap is stuck, the target takes 4 (1d8) poison damage at the start of each of its turns. A creature can use an action to scrape away the sap, ending the effect.

Mushroom Ring (Recharge 5-6). The spore lord causes fungal growth to erupt from a point on the ground it can sense within 120 feet of it. A ring of mushrooms sprouts in a 15-foot radius around that point. Each creature that isn’t a mycolid within that ring must make a DC 14 CON save, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. Each mycolid within that ring gains 5 (2d4) temporary HP.

Slumber Spores (Recharge 5-6). The spore lord ejects sleep-inducing spores from its body. Each creature that isn’t a mycolid within 10 feet of the spore lord must make a DC 14 WIS save. On a failure, a creature takes 9 (2d8) poison damage and falls unconscious for 1 minute. On a success, a creature takes half the damage and doesn’t fall unconscious. The unconscious creature wakes if it takes damage or if a creature uses an action to wake it.

Bonus Actions

Fetid Feast. The spore lord draws sustenance from a Medium or larger pile of carrion or rotting vegetation within 5 feet of it. It regains 7 (2d6) HP. The spore lord can’t use Fetid Feast on a pile of carrion or vegetation if it or another mycolid has already used Fetid Feast on that pile.

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