Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.
Multiattack.The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.
Slam. Melee Weapon Attack:+7 to hit, reach 5 ft., one target.
Hit:13 (2d8 + 4) bludgeoning damage.
Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.
Myconid flesh ranges from white to pale gray to a warm yellow-orange. Their heads resemble fungal caps, often either red with white spots, red at the center with a brown edge, or a bluish-purple tone. Although deathcaps have vicious-looking fanged mouths, they use them only to ingest earth or mineral nutrients.
Distress Spores. When a deathcap myconid takes damage, all other myconids within 240 feet of it 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.
Multiattack. The myconid uses either its Deathcap Spores or its Slumber Spores, then makes a fist attack.
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (4d4 + 1) bludgeoning damage plus 10 (4d4) poison damage.
Deathcap 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 13 Constitution saving throw or be Poisoned for 3 rounds. While poisoned this way, the target also takes 10 (4d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Slumber 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 13 Constitution saving throw or be Poisoned and Unconscious for 1 minute. A creature wakes up if it takes damage, or if another creature uses its action to shake it awake.
Myconid flesh ranges from white to pale gray to a warm yellow-orange. Their heads resemble fungal caps, often either red with white spots, red at the center with a brown edge, or a bluish-purple tone. Although deathcaps have vicious-looking fanged mouths, they use them only to ingest earth or mineral nutrients.
Distress Spores. When a myconid takes damage, all other myconids within 240 feet of it 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.
Multiattack. The myconid uses any of its spores, then makes a fist attack.
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (4d4 + 1) bludgeoning damage plus 10 (4d4) poison damage.
Deathcap 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 13 Constitution saving throw or be Poisoned for 3 rounds. While poisoned this way, the target also takes 10 (4d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Slumber 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 13 Constitution saving throw or be Poisoned and Unconscious for 1 minute. A creature wakes up if it takes damage, or if another creature uses its action to shake it awake.
Cordyceps Spores (1/day).The myconid ejects spores at one Ally it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be hasted and have 2d8 poison damage added to any attack for 3 turns. at the end of three turns large Bulbs grow out of the targets back killing it but creating 3 myconid Undergardeners the target may choose to fail this save.
Myconid flesh ranges from white to pale gray to a warm yellow-orange. Their heads resemble fungal caps, often either red with white spots, red at the center with a brown edge, or a bluish-purple tone. Although deathcaps have vicious-looking fanged mouths, they use them only to ingest earth or mineral nutrients.
Distress Spores. When a myconid takes damage, all other myconids within 240 feet of it 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.
Multiattack. The myconid uses any of its spores, then makes a fist attack.
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (4d4 + 1) bludgeoning damage plus 10 (4d4) poison damage.
Bolete 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 13 Constitution saving throw or be hit for 4d4 poison damage
Sludge 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 13 Constitution saving throw or be slowed until the end of the myconids next turn.,