False Appearance. While the zurkhwood remains motionless, it is indistinguishable from a normal zurkhwood mushroom.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 14 (3d6 + 4) bludgeoning damage.
Fungus Stride. Once on its turn, the bridesmaid can use 10 feet of its movement to step magically into one living mushroom or fungus patch within 5 feet and emerge from another within 60 feet of the first one, appearing in an unoccupied space within 5 feet of the second mushroom or fungus patch. The mushroom and patches must be Large or bigger.
Hallucination Spores. The bridesmaid ejects spores at one creature it can see within 5 feet of it. The target must succeed on DC 10 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is incapacitated. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Infestation Spores (1/Day). The bridesmaid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 10 Constitution saving throw. On a successful saving throw, the creature can't be affected by the spores for 24 hours. On a failed save, the creature is infected by a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table, OotA249) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see MM230)
The bridesmaids of Zuggtmoy are plant creatures with vaguely humanoid forms. Their frail bodies are covered with clusters of luminescent lichen and crusty tumescent growths.
Mushroom Portal. The chamberlain counts as a mushroom for the Fungus Stride feature of the bridesmaid of Zuggtmoy
Poison Spores. Whenever the chamberlain takes damage, it releases a cloud of spores. Creatures within 5 feet of the chamberlain when this happens must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Multiattack. The chamberlain makes two slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) bludgeoning damage.
Infestation Spores (1/Day). The bridesmaid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 10 Constitution saving throw. On a successful saving throw, the creature can't be affected by the spores for 24 hours. On a failed save, the creature is infected by a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table, OotA249) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see MM230)
A chamberlain of Zuggtmoy looks like a vaguely bipedal mass of blue mold with the barest hint of a face nested deep inside a mossy cowl. It pummels enemies with its mossy fists.
Multiattack. The spore servant makes two pincer attacks.
Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is Large or smaller creature and the spore servant doesn't have other creatures grappled.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
,
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.
,
Multiattack. The spore servant makes two hook attacks.
Hook. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 11 (2d6 + 4) piercing damage.
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.
Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 5 (2d4) bludgeoning damage plus 5 (2d4) 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 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 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.
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.
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.
Hit: 8 (3d4 + 1) bludgeoning damage plus 7 (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 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 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 its turns, ending the effect on itself on a success.
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 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 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.
Legendary Resistance (1/Day). If Yestabrod fails a saving throw, it can choose to succeed instead.
Infestation Spores (1/Day). Yestabrod releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 10 Constitution saving throw. On a successful saving throw, the creature can't be affected by the spores for 24 hours. On a failed save, the creature is infected by a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table, OotA249) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see MM230)
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage.
Caustic spores (1/Day). Yestabrod releases spores in a 30-foot cone. Each creature in that area must succeed on a DC 12 Dexterity saving throw or take 1d6 acid damage at the start of each of Yestabrod's turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Yestabrod can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Yestabrod regains spent legendary actions at the start of its turn.
Corpse Burst. Gore, offal and acid erupt from a corpse within 20 feet of Yestabrod. Creatures within 10 feet of the corpse must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) acid damage.
Foul Absorption. Yestabrod absorbs putrescence from a corpse within 5 feet of it, regaining 1d8 + 2 hit points.