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Myconid

Myconid Large Plant, Loot Value 5, Lawful Neutral CR 1/2 100 xp

  • Armor class 12 (Natural)
  • Hit points 9 (2d10+-2)
  • Speed 0ft. Walking
  • STR10 (0)
  • DEX8 (-1)
  • CON8 (-1)
  • INT11 (0)
  • WIS13 (+1)
  • CHA9 (-1)

Senses:Psv Per 11, Bluff DC 10, Bribe DC 14, 3gp
Utility: Carry 300lbs., Push 600lbs.

Languages:Plant, Primordial

Challenge:CR 1/2 (100 xp)

Distress Spores. When the myconid takes damage, all other myconids within -80 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 must make a DC 9 CON save if it spends more than 10 minutes in direct sunlight, taking a level of Exhaustion on fail. Even if it succeeds, future saves of this nature are +2 higher until it completes a long rest. These effects are cummulative.

Animating Spores (2/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+0 weeks or until destroyed, and it can't be animated again in this way.

Actions

Slam. Natural Weapon. +3 to hit.
Hit. 3 (1d4+0) Bludgeoning damage.

Release Spores. The Myconid ejects spores at one creature it can see within -10ft of it. The target must make a DC 9 CON save or become poisoned for 1 minute and suffer one of the following effects. The target can repeat the save at the end of each of its turns.

Condition Spores. The poisoned target is Incapactated, Blinded, Paralyzed, or Stunned while it hallucinates. Failing a the CON saves vs these spores by 8 or more inflicts an additional condition. Failing 11 total saves extends the duration to 10 minutes and the creature can no longer try to resist the effects.

Pacifying Spores. Any damage the victim inflicts on the Myconid is halved and redirected to the victim.

.Healing Spores. Should the victim fail a CON save to resist the poison on its turn, they must expend and roll one of their hit die, granting the HP to the Myconid, and taking the same as Necrotic damage.

Conductive Spores The creature becomes vulnerable to a type of damage chosen by the Myconid.

Spore Assault (Recharge 5-6). The Myconid releases a burst of spores in a 30ft radius. The area becomes heavily obscured for 1 minute (as if by Fog Cloud), and all creatures within this radius must make a DC 9 CON save as if hit by one of the Myconid's spore attacks.

Myconid

Myconid Large Plant, Loot Value 6, Lawful Neutral CR 1 200 xp

  • Armor class 12 (Natural)
  • Hit points 28 (5d10+0)
  • Speed 10ft. Walking
  • STR11 (0)
  • DEX9 (-1)
  • CON11 (0)
  • INT12 (+1)
  • WIS14 (+2)
  • CHA9 (-1)

Senses:Psv Per 12, Bluff DC 11, Bribe DC 15, 4gp
Utility: Carry 330lbs., Push 660lbs.

Languages:Plant, Primordial

Challenge:CR 1 (200 xp)

Distress Spores. When the myconid takes damage, all other myconids within 40 feet of it can sense its pain.

Animating Spores (2/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.

Actions

Slam. Natural Weapon. +4 to hit.
Hit. 5 (2d4+0) Bludgeoning damage.

Release Spores. The Myconid ejects spores at one creature it can see within -5ft of it. The target must make a DC 10 CON save or become poisoned for 1 minute and suffer one of the following effects. The target can repeat the save at the end of each of its turns.

Condition Spores. The poisoned target is Incapactated, Blinded, Paralyzed, or Stunned while it hallucinates. Failing a the CON saves vs these spores by 8 or more inflicts an additional condition. Failing 10 total saves extends the duration to 10 minutes and the creature can no longer try to resist the effects.

Pacifying Spores. Any damage the victim inflicts on the Myconid is halved and redirected to the victim.

.Healing Spores. Should the victim fail a CON save to resist the poison on its turn, they must expend and roll one of their hit die, granting the HP to the Myconid, and taking the same as Necrotic damage.

Conductive Spores The creature becomes vulnerable to a type of damage chosen by the Myconid.

Spore Assault (Recharge 5-6). The Myconid releases a burst of spores in a 30ft radius. The area becomes heavily obscured for 1 minute (as if by Fog Cloud), and all creatures within this radius must make a DC 10 CON save as if hit by one of the Myconid's spore attacks.

Myconid

Myconid Large Plant, Loot Value 7, Lawful Neutral CR 2 450 xp

  • Armor class 12 (Natural)
  • Hit points 39 (7d10+0)
  • Speed 10ft. Walking
  • STR11 (0)
  • DEX9 (-1)
  • CON11 (0)
  • INT12 (+1)
  • WIS14 (+2)
  • CHA9 (-1)

Senses:Psv Per 12, Bluff DC 11, Bribe DC 15, 4gp
Utility: Carry 330lbs., Push 660lbs.

Languages:Plant, Primordial

Challenge:CR 2 (450 xp)

Distress Spores. When the myconid takes damage, all other myconids within 40 feet of it can sense its pain.

Animating Spores (2/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 1d6+1 weeks or until destroyed, and it can't be animated again in this way.

Actions

Multiattack. May Release Spores in place of a Slam.
2x Slam Multiattack. Natural Weapon. +4 to hit.
Hit. 4 (1d6+0) Bludgeoning damage.

Release Spores. The Myconid ejects spores at one creature it can see within -5ft of it. The target must make a DC 10 CON save or become poisoned for 1 minute and suffer one of the following effects. The target can repeat the save at the end of each of its turns.

Condition Spores. The poisoned target is Incapactated, Blinded, Paralyzed, or Stunned while it hallucinates. Failing a the CON saves vs these spores by 8 or more inflicts an additional condition. Failing 10 total saves extends the duration to 10 minutes and the creature can no longer try to resist the effects.

Pacifying Spores. Any damage the victim inflicts on the Myconid is halved and redirected to the victim.

.Healing Spores. Should the victim fail a CON save to resist the poison on its turn, they must expend and roll one of their hit die, granting the HP to the Myconid, and taking the same as Necrotic damage.

Conductive Spores The creature becomes vulnerable to a type of damage chosen by the Myconid.

Spore Assault (Recharge 5-6). The Myconid releases a burst of spores in a 30ft radius. The area becomes heavily obscured for 1 minute (as if by Fog Cloud), and all creatures within this radius must make a DC 10 CON save as if hit by one of the Myconid's spore attacks.

Myconid

Myconid Large Plant, Loot Value 8, Lawful Neutral CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 60 (8d10+16)
  • Speed 30ft. Walking
  • STR12 (+1)
  • DEX10 (0)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA10 (0)

Senses:Psv Per 12, Bluff DC 12, Bribe DC 16, 5gp
Utility: Carry 360lbs., Push 720lbs.

Languages:Plant, Primordial

Challenge:CR 3 (700 xp)

Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.

Animating Spores (2/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 1d6+1 weeks or until destroyed, and it can't be animated again in this way.

Actions

Multiattack. May Release Spores in place of a Slam.
2x Slam Multiattack. Natural Weapon. +4 to hit.
Hit. 5 (1d6+1) Bludgeoning damage.

Release Spores. The Myconid ejects spores at one creature it can see within 5ft of it. The target must make a DC 12 CON save or become poisoned for 1 minute and suffer one of the following effects. The target can repeat the save at the end of each of its turns.

Condition Spores. The poisoned target is Incapactated, Blinded, Paralyzed, or Stunned while it hallucinates. Failing a the CON saves vs these spores by 8 or more inflicts an additional condition. Failing 8 total saves extends the duration to 10 minutes and the creature can no longer try to resist the effects.

Pacifying Spores. Any damage the victim inflicts on the Myconid is halved and redirected to the victim.

.Healing Spores. Should the victim fail a CON save to resist the poison on its turn, they must expend and roll one of their hit die, granting the HP to the Myconid, and taking the same as Necrotic damage.

Conductive Spores The creature becomes vulnerable to a type of damage chosen by the Myconid.

Spore Assault (Recharge 5-6). The Myconid releases a burst of spores in a 30ft radius. The area becomes heavily obscured for 1 minute (as if by Fog Cloud), and all creatures within this radius must make a DC 12 CON save as if hit by one of the Myconid's spore attacks.

Myconid

Myconid Large Plant, Loot Value 10, Lawful Neutral CR 4 1,100 xp

  • Armor class 13 (Natural)
  • Hit points 68 (9d10+18)
  • Speed 30ft. Walking
    20ft. Burrow
  • STR12 (+1)
  • DEX10 (0)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA10 (0)

Senses:Psv Per 12, Bluff DC 12, Bribe DC 16, 7gp
Utility: Carry 360lbs., Push 720lbs.

Languages:Plant, Primordial

Challenge:CR 4 (1,100 xp)

Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.

Animating Spores (2/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 1d6+1 weeks or until destroyed, and it can't be animated again in this way.

Contagious Spores. When hit by a Melee Attack, the Myconid can make a Spore Attack against the attacker.

Actions

Multiattack. May Release Spores in place of a Slam.
2x Slam Multiattack. Natural Weapon. +4 to hit.
Hit. 8 (2d6+1) Bludgeoning damage.

Release Spores. The Myconid ejects spores at one creature it can see within 5ft of it. The target must make a DC 12 CON save or become poisoned for 1 minute and suffer one of the following effects. The target can repeat the save at the end of each of its turns.

Condition Spores. The poisoned target is Incapactated, Blinded, Paralyzed, or Stunned while it hallucinates. Failing a the CON saves vs these spores by 8 or more inflicts an additional condition. Failing 8 total saves extends the duration to 10 minutes and the creature can no longer try to resist the effects.

Pacifying Spores. Any damage the victim inflicts on the Myconid is halved and redirected to the victim.

.Healing Spores. Should the victim fail a CON save to resist the poison on its turn, they must expend and roll one of their hit die, granting the HP to the Myconid, and taking the same as Necrotic damage.

Conductive Spores The creature becomes vulnerable to a type of damage chosen by the Myconid.

Spore Assault (Recharge 5-6). The Myconid releases a burst of spores in a 30ft radius. The area becomes heavily obscured for 1 minute (as if by Fog Cloud), and all creatures within this radius must make a DC 12 CON save as if hit by one of the Myconid's spore attacks.

Myconid

Myconid Large Plant, Loot Value 25, Lawful Neutral CR 5 1,800 xp

  • Armor class 13 (Natural)
  • Hit points 83 (11d10+22)
  • Speed 30ft. Walking
  • STR12 (+1)
  • DEX10 (0)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA10 (0)

Senses:Psv Per 12, Bluff DC 12, Bribe DC 16, 15gp
Utility: Carry 360lbs., Push 720lbs.

Languages:Plant, Primordial

Challenge:CR 5 (1,800 xp)

Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.

Animating Spores (2/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 1d6+1 weeks or until destroyed, and it can't be animated again in this way.

Actions

Multiattack. May Release Spores in place of a Slam.
2x Slam Multiattack. Natural Weapon. +4 to hit.
Hit. 12 (3d6+1) Bludgeoning damage.

Release Spores. The Myconid ejects spores at one creature it can see within 5ft of it. The target must make a DC 12 CON save or become poisoned for 1 minute and suffer one of the following effects. The target can repeat the save at the end of each of its turns.

Condition Spores. The poisoned target is Incapactated, Blinded, Paralyzed, or Stunned while it hallucinates. Failing a the CON saves vs these spores by 8 or more inflicts an additional condition. Failing 8 total saves extends the duration to 10 minutes and the creature can no longer try to resist the effects.

Pacifying Spores. Any damage the victim inflicts on the Myconid is halved and redirected to the victim.

.Healing Spores. Should the victim fail a CON save to resist the poison on its turn, they must expend and roll one of their hit die, granting the HP to the Myconid, and taking the same as Necrotic damage.

Conductive Spores The creature becomes vulnerable to a type of damage chosen by the Myconid.

Spore Assault (Recharge 5-6). The Myconid releases a burst of spores in a 30ft radius. The area becomes heavily obscured for 1 minute (as if by Fog Cloud), and all creatures within this radius must make a DC 12 CON save as if hit by one of the Myconid's spore attacks.

Myconid

Myconid Large Plant, Loot Value 45, Lawful Neutral CR 6 2,300 xp

  • Armor class 13 (Natural)
  • Hit points 111 (13d10+39)
  • Speed 40ft. Walking
  • STR13 (+1)
  • DEX11 (0)
  • CON17 (+3)
  • INT14 (+2)
  • WIS16 (+3)
  • CHA10 (0)

Senses:Psv Per 13, Bluff DC 13, Bribe DC 17, 30gp
Utility: Carry 390lbs., Push 780lbs.

Languages:Plant, Primordial

Challenge:CR 6 (2,300 xp)

Distress Spores. When the myconid takes damage, all other myconids within 360 feet of it can sense its pain.

Animating Spores (2/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 1d8+2 weeks or until destroyed, and it can't be animated again in this way.

Actions

Multiattack. May Release Spores in place of a Slam.
2x Slam Multiattack. Natural Weapon. +5 to hit.
Hit. 19 (4d8+1) Bludgeoning damage.

Release Spores. The Myconid ejects spores at one creature it can see within 10ft of it. The target must make a DC 13 CON save or become poisoned for 1 minute and suffer one of the following effects. The target can repeat the save at the end of each of its turns.

Condition Spores. The poisoned target is Incapactated, Blinded, Paralyzed, or Stunned while it hallucinates. Failing a the CON saves vs these spores by 8 or more inflicts an additional condition. Failing 7 total saves extends the duration to 10 minutes and the creature can no longer try to resist the effects.

Pacifying Spores. Any damage the victim inflicts on the Myconid is halved and redirected to the victim.

.Healing Spores. Should the victim fail a CON save to resist the poison on its turn, they must expend and roll one of their hit die, granting the HP to the Myconid, and taking the same as Necrotic damage.

Conductive Spores The creature becomes vulnerable to a type of damage chosen by the Myconid.

Spore Assault (Recharge 5-6). The Myconid releases a burst of spores in a 30ft radius. The area becomes heavily obscured for 1 minute (as if by Fog Cloud), and all creatures within this radius must make a DC 13 CON save as if hit by one of the Myconid's spore attacks.

Myconid

Myconid Large Plant, Loot Value 70, Lawful Neutral CR 7 2,900 xp

  • Armor class 14 (Natural+1)
  • Hit points 119 (14d10+42)
  • Speed 40ft. Walking
  • STR13 (+1)
  • DEX11 (0)
  • CON17 (+3)
  • INT14 (+2)
  • WIS16 (+3)
  • CHA11 (0)

Save Throws:CON +6,

Senses:Psv Per 13, Bluff DC 13, Bribe DC 19, 45gp
Utility: Carry 390lbs., Push 780lbs.

Languages:Plant, Primordial

Challenge:CR 7 (2,900 xp)

Distress Spores. When the myconid takes damage, all other myconids within 360 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 must make a DC 14 CON save if it spends more than 10 minutes in direct sunlight, taking a level of Exhaustion on fail. Even if it succeeds, future saves of this nature are +3 higher until it completes a long rest. These effects are cummulative.

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 1d8+2 weeks or until destroyed, and it can't be animated again in this way.

Actions

Multiattack. May Release Spores in place of a Slam.
2x Slam Multiattack. Natural Weapon. +6 to hit.
Hit. 19 (4d8+1) Bludgeoning damage.

Release Spores. The Myconid ejects spores at one creature it can see within 15ft of it. The target must make a DC 14 CON save or become poisoned for 1 minute and suffer one of the following effects. The target can repeat the save at the end of each of its turns.

Condition Spores. The poisoned target is Incapactated, Blinded, Paralyzed, or Stunned while it hallucinates. Failing a the CON saves vs these spores by 7 or more inflicts an additional condition. Failing 7 total saves extends the duration to 10 minutes and the creature can no longer try to resist the effects.

Pacifying Spores. Any damage the victim inflicts on the Myconid is halved and redirected to the victim.

.Healing Spores. Should the victim fail a CON save to resist the poison on its turn, they must expend and roll one of their hit die, granting the HP to the Myconid, and taking the same as Necrotic damage.

Conductive Spores The creature becomes vulnerable to a type of damage chosen by the Myconid.

Spore Assault (Recharge 5-6). The Myconid releases a burst of spores in a 40ft radius. The area becomes heavily obscured for 1 minute (as if by Fog Cloud), and all creatures within this radius must make a DC 14 CON save as if hit by one of the Myconid's spore attacks.

Myconid

Myconid Large Plant, Loot Value 100, Lawful Neutral CR 9 5,000 xp

  • Armor class 14 (Natural+1)
  • Hit points 128 (15d10+45)
  • Speed 40ft. Walking
    50ft. Burrow
  • STR13 (+1)
  • DEX11 (0)
  • CON17 (+3)
  • INT14 (+2)
  • WIS16 (+3)
  • CHA11 (0)

Save Throws:CON +6,

Senses:Psv Per 13, Bluff DC 13, Bribe DC 19, 70gp
Utility: Carry 390lbs., Push 780lbs.

Languages:Plant, Primordial

Challenge:CR 9 (5,000 xp)

Distress Spores. When the myconid takes damage, all other myconids within 360 feet of it can sense its pain.

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 1d8+2 weeks or until destroyed, and it can't be animated again in this way.

Contagious Spores. When hit by a Melee Attack, the Myconid can make a Spore Attack against the attacker.

Actions

Multiattack. May Release Spores in place of a Slam.
2x Slam Multiattack. Natural Weapon. +6 to hit.
Hit. 24 (5d8+1) Bludgeoning damage.

Release Spores. The Myconid ejects spores at one creature it can see within 15ft of it. The target must make a DC 14 CON save or become poisoned for 1 minute and suffer one of the following effects. The target can repeat the save at the end of each of its turns.

Condition Spores. The poisoned target is Incapactated, Blinded, Paralyzed, or Stunned while it hallucinates. Failing a the CON saves vs these spores by 7 or more inflicts an additional condition. Failing 7 total saves extends the duration to 10 minutes and the creature can no longer try to resist the effects.

Pacifying Spores. Any damage the victim inflicts on the Myconid is halved and redirected to the victim.

.Healing Spores. Should the victim fail a CON save to resist the poison on its turn, they must expend and roll one of their hit die, granting the HP to the Myconid, and taking the same as Necrotic damage.

Conductive Spores The creature becomes vulnerable to a type of damage chosen by the Myconid.

Spore Assault (Recharge 5-6). The Myconid releases a burst of spores in a 40ft radius. The area becomes heavily obscured for 1 minute (as if by Fog Cloud), and all creatures within this radius must make a DC 14 CON save as if hit by one of the Myconid's spore attacks.

Myconid

Myconid Large Plant, Loot Value 90, Lawful Neutral CR 8 3,900 xp

  • Armor class 14 (Natural+1)
  • Hit points 168 (16d10+80)
  • Speed 60ft. Walking
  • STR14 (+2)
  • DEX11 (0)
  • CON20 (+5)
  • INT15 (+2)
  • WIS17 (+3)
  • CHA11 (0)

Save Throws:CON +8,

Skills:Athletics +5,

Senses:Tremorsight. 40ft, Psv Per 13, Bluff DC 13, Bribe DC 19, 65gp
Utility: Carry 420lbs., Push 840lbs.

Languages:Plant, Primordial

Challenge:CR 8 (3,900 xp)

Distress Spores. When the myconid takes damage, all other myconids within 480 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 must make a DC 16 CON save if it spends more than 10 minutes in direct sunlight, taking a level of Exhaustion on fail. Even if it succeeds, future saves of this nature are +3 higher until it completes a long rest. These effects are cummulative.



Primed Spores (Recharge 5-6). The Myconid releases a burst of spores in a 40ft radius which remain here for 10 minutes, making the area heavily obsucured as if in a Fog Cloud. Creatures starting their turn in the cloud must make a DC 16 CON save or become poisoned for 1 minute.
Should any source of flame touch the cloud, the effect ends, and all creatures within the cloud take 17 (3d10) Fire damage. DC 16 CON Save for half.

Actions

Multiattack. May Release Spores in place of a Slam.
3x Slam Multiattack. Natural Weapon. +8 to hit.
Hit. 7 (1d8+2) Bludgeoning damage.

Release Spores. The Myconid ejects spores at one creature it can see within 25ft of it. The target must make a DC 16 CON save or become poisoned for 1 minute and suffer one of the following effects. The target can repeat the save at the end of each of its turns.

Condition Spores. The poisoned target is Incapactated, Blinded, Paralyzed, or Stunned while it hallucinates. Failing a the CON saves vs these spores by 7 or more inflicts an additional condition. Failing 5 total saves extends the duration to 10 minutes and the creature can no longer try to resist the effects.

Pacifying Spores. Any damage the victim inflicts on the Myconid is halved and redirected to the victim.

.Healing Spores. Should the victim fail a CON save to resist the poison on its turn, they must expend and roll one of their hit die, granting the HP to the Myconid, and taking the same as Necrotic damage.

Conductive Spores The creature becomes vulnerable to a type of damage chosen by the Myconid.

Spore Assault (Recharge 5-6). The Myconid releases a burst of spores in a 40ft radius. The area becomes heavily obscured for 1 minute (as if by Fog Cloud), and all creatures within this radius must make a DC 16 CON save as if hit by one of the Myconid's spore attacks.

Myconid

Myconid Large Plant, Loot Value 150, Lawful Neutral CR 10 5,900 xp

  • Armor class 15 (Natural+1)
  • Hit points 189 (18d10+90)
  • Speed 60ft. Walking
  • STR14 (+2)
  • DEX12 (+1)
  • CON20 (+5)
  • INT15 (+2)
  • WIS17 (+3)
  • CHA11 (0)

Save Throws:CON +8,

Skills:Athletics +5,

Senses:Psv Per 13, Bluff DC 13, Bribe DC 19, 100gp
Utility: Carry 420lbs., Push 840lbs.

Languages:Plant, Primordial

Challenge:CR 10 (5,900 xp)

Distress Spores. When the myconid takes damage, all other myconids within 520 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 must make a DC 16 CON save if it spends more than 10 minutes in direct sunlight, taking a level of Exhaustion on fail. Even if it succeeds, future saves of this nature are +3 higher until it completes a long rest. These effects are cummulative.

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 1d8+2 weeks or until destroyed, and it can't be animated again in this way.

Actions

Multiattack. May Release Spores in place of a Slam.
3x Slam Multiattack. Natural Weapon. +8 to hit.
Hit. 16 (3d8+2) Bludgeoning damage.

Release Spores. The Myconid ejects spores at one creature it can see within 25ft of it. The target must make a DC 16 CON save or become poisoned for 1 minute and suffer one of the following effects. The target can repeat the save at the end of each of its turns.

Condition Spores. The poisoned target is Incapactated, Blinded, Paralyzed, or Stunned while it hallucinates. Failing a the CON saves vs these spores by 7 or more inflicts an additional condition. Failing 5 total saves extends the duration to 10 minutes and the creature can no longer try to resist the effects.

Pacifying Spores. Any damage the victim inflicts on the Myconid is halved and redirected to the victim.

.Healing Spores. Should the victim fail a CON save to resist the poison on its turn, they must expend and roll one of their hit die, granting the HP to the Myconid, and taking the same as Necrotic damage.

Conductive Spores The creature becomes vulnerable to a type of damage chosen by the Myconid.

Spore Assault (Recharge 5-6). The Myconid releases a burst of spores in a 40ft radius. The area becomes heavily obscured for 1 minute (as if by Fog Cloud), and all creatures within this radius must make a DC 16 CON save as if hit by one of the Myconid's spore attacks.

Myconid

Myconid Large Plant, Loot Value 250, Lawful Neutral CR 11 7,200 xp

  • Armor class 15 (Natural+1)
  • Hit points 200 (19d10+95)
  • Speed 60ft. Walking
  • STR14 (+2)
  • DEX12 (+1)
  • CON20 (+5)
  • INT15 (+2)
  • WIS17 (+3)
  • CHA11 (0)

Save Throws:CON +8,

Skills:Athletics +5,

Senses:Psv Per 13, Bluff DC 13, Bribe DC 19, 200gp
Utility: Carry 420lbs., Push 840lbs.

Languages:Plant, Primordial

Challenge:CR 11 (7,200 xp)

Distress Spores. When the myconid takes damage, all other myconids within 520 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 must make a DC 16 CON save if it spends more than 10 minutes in direct sunlight, taking a level of Exhaustion on fail. Even if it succeeds, future saves of this nature are +3 higher until it completes a long rest. These effects are cummulative.

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 1d10+2 weeks or until destroyed, and it can't be animated again in this way.

Actions

Multiattack. May Release Spores in place of a Slam.
3x Slam Multiattack. Natural Weapon. +8 to hit.
Hit. 19 (3d10+2) Bludgeoning damage.

Release Spores. The Myconid ejects spores at one creature it can see within 25ft of it. The target must make a DC 16 CON save or become poisoned for 1 minute and suffer one of the following effects. The target can repeat the save at the end of each of its turns.

Condition Spores. The poisoned target is Incapactated, Blinded, Paralyzed, or Stunned while it hallucinates. Failing a the CON saves vs these spores by 7 or more inflicts an additional condition. Failing 5 total saves extends the duration to 10 minutes and the creature can no longer try to resist the effects.

Pacifying Spores. Any damage the victim inflicts on the Myconid is halved and redirected to the victim.

.Healing Spores. Should the victim fail a CON save to resist the poison on its turn, they must expend and roll one of their hit die, granting the HP to the Myconid, and taking the same as Necrotic damage.

Conductive Spores The creature becomes vulnerable to a type of damage chosen by the Myconid.

Spore Assault (Recharge 5-6). The Myconid releases a burst of spores in a 40ft radius. The area becomes heavily obscured for 1 minute (as if by Fog Cloud), and all creatures within this radius must make a DC 16 CON save as if hit by one of the Myconid's spore attacks.

Myconid

Myconid Large Plant, Loot Value 550, Lawful Neutral CR 12 8,400 xp

  • Armor class 16 (Natural+2)
  • Hit points 230 (20d10+120)
  • Speed 70ft. Walking
  • STR15 (+2)
  • DEX12 (+1)
  • CON22 (+6)
  • INT16 (+3)
  • WIS18 (+4)
  • CHA12 (+1)

Save Throws:STR +6, CON +10,

Skills:Athletics +6,

Senses:Tremorsight. 50ft, Psv Per 14, Bluff DC 15, Bribe DC 23, 400gp
Utility: Carry 450lbs., Push 900lbs.

Languages:Plant, Primordial

Challenge:CR 12 (8,400 xp)

Distress Spores. When the myconid takes damage, all other myconids within 680 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 must make a DC 18 CON save if it spends more than 10 minutes in direct sunlight, taking a level of Exhaustion on fail. Even if it succeeds, future saves of this nature are +4 higher until it completes a long rest. These effects are cummulative.



Primed Spores (Recharge 5-6). The Myconid releases a burst of spores in a 50ft radius which remain here for 10 minutes, making the area heavily obsucured as if in a Fog Cloud. Creatures starting their turn in the cloud must make a DC 18 CON save or become poisoned for 1 minute.
Should any source of flame touch the cloud, the effect ends, and all creatures within the cloud take 39 (6d12) Fire damage. DC 18 CON Save for half.

Actions

Multiattack. May Release Spores in place of a Slam.
3x Slam Multiattack. Natural Weapon. +10 to hit.
Hit. 13 (2d10+2) Bludgeoning damage and the creature is Grappled (Escape DC 14)

Release Spores. The Myconid ejects spores at one creature it can see within 35ft of it. The target must make a DC 18 CON save or become poisoned for 1 minute and suffer one of the following effects. The target can repeat the save at the end of each of its turns.

Condition Spores. The poisoned target is Incapactated, Blinded, Paralyzed, or Stunned while it hallucinates. Failing a the CON saves vs these spores by 6 or more inflicts an additional condition. Failing 4 total saves extends the duration to 10 minutes and the creature can no longer try to resist the effects.

Pacifying Spores. Any damage the victim inflicts on the Myconid is halved and redirected to the victim.

.Healing Spores. Should the victim fail a CON save to resist the poison on its turn, they must expend and roll one of their hit die, granting the HP to the Myconid, and taking the same as Necrotic damage.

Conductive Spores The creature becomes vulnerable to a type of damage chosen by the Myconid.

Spore Assault (Recharge 5-6). The Myconid releases a burst of spores in a 50ft radius. The area becomes heavily obscured for 1 minute (as if by Fog Cloud), and all creatures within this radius must make a DC 18 CON save as if hit by one of the Myconid's spore attacks.

Myconid

Myconid Large Plant, Loot Value 800, Lawful Neutral CR 13 10,000 xp

  • Armor class 16 (Natural+2)
  • Hit points 242 (21d10+126)
  • Speed 70ft. Walking
  • STR18 (+4)
  • DEX12 (+1)
  • CON22 (+6)
  • INT16 (+3)
  • WIS18 (+4)
  • CHA12 (+1)

Save Throws:STR +8, CON +10,

Skills:Athletics +8, Investigation +7, Nature +7,

Senses:Psv Per 14, Bluff DC 15, Bribe DC 23, 600gp
Utility: Carry 540lbs., Push 1,080lbs.

Languages:Plant, Primordial

Challenge:CR 13 (10,000 xp)

Distress Spores. When the myconid takes damage, all other myconids within 760 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 must make a DC 18 CON save if it spends more than 10 minutes in direct sunlight, taking a level of Exhaustion on fail. Even if it succeeds, future saves of this nature are +4 higher until it completes a long rest. These effects are cummulative.

Animating Spores (4/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 1d10+3 weeks or until destroyed, and it can't be animated again in this way.

Actions

Multiattack. May Release Spores in place of a Slam.
3x Slam Multiattack. Natural Weapon. +10 to hit.
Hit. 21 (3d10+4) Bludgeoning damage.

Release Spores. The Myconid ejects spores at one creature it can see within 35ft of it. The target must make a DC 18 CON save or become poisoned for 1 minute and suffer one of the following effects. The target can repeat the save at the end of each of its turns.

Condition Spores. The poisoned target is Incapactated, Blinded, Paralyzed, or Stunned while it hallucinates. Failing a the CON saves vs these spores by 6 or more inflicts an additional condition. Failing 4 total saves extends the duration to 10 minutes and the creature can no longer try to resist the effects.

Pacifying Spores. Any damage the victim inflicts on the Myconid is halved and redirected to the victim.

.Healing Spores. Should the victim fail a CON save to resist the poison on its turn, they must expend and roll one of their hit die, granting the HP to the Myconid, and taking the same as Necrotic damage.

Conductive Spores The creature becomes vulnerable to a type of damage chosen by the Myconid.

Spore Assault (Recharge 5-6). The Myconid releases a burst of spores in a 50ft radius. The area becomes heavily obscured for 1 minute (as if by Fog Cloud), and all creatures within this radius must make a DC 18 CON save as if hit by one of the Myconid's spore attacks.

Myconid

Myconid Large Plant, Loot Value 1,000, Lawful Neutral CR 14 11,500 xp

  • Armor class 16 (Natural+2)
  • Hit points 253 (22d10+132)
  • Speed 70ft. Walking
  • STR18 (+4)
  • DEX12 (+1)
  • CON22 (+6)
  • INT16 (+3)
  • WIS18 (+4)
  • CHA12 (+1)

Save Throws:STR +8, CON +10,

Skills:Athletics +8, Investigation +7, Nature +7,

Senses:Tremorsight. 50ft, Psv Per 14, Bluff DC 15, Bribe DC 23, 750gp
Utility: Carry 540lbs., Push 1,080lbs.

Languages:Plant, Primordial

Challenge:CR 14 (11,500 xp)

Distress Spores. When the myconid takes damage, all other myconids within 760 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 must make a DC 18 CON save if it spends more than 10 minutes in direct sunlight, taking a level of Exhaustion on fail. Even if it succeeds, future saves of this nature are +4 higher until it completes a long rest. These effects are cummulative.



Primed Spores (Recharge 5-6). The Myconid releases a burst of spores in a 50ft radius which remain here for 10 minutes, making the area heavily obsucured as if in a Fog Cloud. Creatures starting their turn in the cloud must make a DC 18 CON save or become poisoned for 1 minute.
Should any source of flame touch the cloud, the effect ends, and all creatures within the cloud take 78 (12d12) Fire damage. DC 18 CON Save for half.

Actions

Multiattack. May Release Spores in place of a Slam.
3x Slam Multiattack. Natural Weapon. +10 to hit.
Hit. 21 (3d10+4) Bludgeoning damage.

Release Spores. The Myconid ejects spores at one creature it can see within 35ft of it. The target must make a DC 18 CON save or become poisoned for 1 minute and suffer one of the following effects. The target can repeat the save at the end of each of its turns.

Condition Spores. The poisoned target is Incapactated, Blinded, Paralyzed, or Stunned while it hallucinates. Failing a the CON saves vs these spores by 6 or more inflicts an additional condition. Failing 4 total saves extends the duration to 10 minutes and the creature can no longer try to resist the effects.

Pacifying Spores. Any damage the victim inflicts on the Myconid is halved and redirected to the victim.

.Healing Spores. Should the victim fail a CON save to resist the poison on its turn, they must expend and roll one of their hit die, granting the HP to the Myconid, and taking the same as Necrotic damage.

Conductive Spores The creature becomes vulnerable to a type of damage chosen by the Myconid.

Spore Assault (Recharge 5-6). The Myconid releases a burst of spores in a 50ft radius. The area becomes heavily obscured for 1 minute (as if by Fog Cloud), and all creatures within this radius must make a DC 18 CON save as if hit by one of the Myconid's spore attacks.

Myconid

Myconid Large Plant, Loot Value 1,500, Lawful Neutral CR 15 13,000 xp

  • Armor class 17 (Natural+3)
  • Hit points 265 (23d10+138)
  • Speed 70ft. Walking
  • STR18 (+4)
  • DEX13 (+1)
  • CON22 (+6)
  • INT16 (+3)
  • WIS18 (+4)
  • CHA12 (+1)

Save Throws:STR +9, CON +11, INT +8,

Skills:Athletics +9, Investigation +8, Nature +8,

Senses:Psv Per 14, Bluff DC 15, Bribe DC 25, 1kgp
Utility: Carry 540lbs., Push 1,080lbs.

Languages:Plant, Primordial

Challenge:CR 15 (13,000 xp)

Distress Spores. When the myconid takes damage, all other myconids within 760 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 must make a DC 19 CON save if it spends more than 10 minutes in direct sunlight, taking a level of Exhaustion on fail. Even if it succeeds, future saves of this nature are +5 higher until it completes a long rest. These effects are cummulative.

Animating Spores (5/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 1d10+3 weeks or until destroyed, and it can't be animated again in this way.

Actions

Multiattack. May Release Spores in place of a Slam.
3x Slam Multiattack. Natural Weapon. +11 to hit.
Hit. 26 (4d10+4) Bludgeoning damage.

Release Spores. The Myconid ejects spores at one creature it can see within 40ft of it. The target must make a DC 19 CON save or become poisoned for 1 minute and suffer one of the following effects. The target can repeat the save at the end of each of its turns.

Condition Spores. The poisoned target is Incapactated, Blinded, Paralyzed, or Stunned while it hallucinates. Failing a the CON saves vs these spores by 5 or more inflicts an additional condition. Failing 4 total saves extends the duration to 10 minutes and the creature can no longer try to resist the effects.

Pacifying Spores. Any damage the victim inflicts on the Myconid is halved and redirected to the victim.

.Healing Spores. Should the victim fail a CON save to resist the poison on its turn, they must expend and roll one of their hit die, granting the HP to the Myconid, and taking the same as Necrotic damage.

Conductive Spores The creature becomes vulnerable to a type of damage chosen by the Myconid.

Spore Assault (Recharge 5-6). The Myconid releases a burst of spores in a 60ft radius. The area becomes heavily obscured for 1 minute (as if by Fog Cloud), and all creatures within this radius must make a DC 19 CON save as if hit by one of the Myconid's spore attacks.

Myconid

Myconid Large Plant, Loot Value 1,500, Lawful Neutral CR 16 15,000 xp

  • Armor class 17 (Natural+3)
  • Hit points 276 (24d10+144)
  • Speed 70ft. Walking
  • STR20 (+5)
  • DEX13 (+1)
  • CON22 (+6)
  • INT17 (+3)
  • WIS19 (+4)
  • CHA12 (+1)

Save Throws:STR +10, CON +11, INT +8,

Skills:Athletics +10, Investigation +8, Nature +8,

Senses:Tremorsight. 50ft, Psv Per 14, Bluff DC 15, Bribe DC 25, 1kgp
Utility: Carry 600lbs., Push 1,200lbs.

Languages:Plant, Primordial

Challenge:CR 16 (15,000 xp)

Distress Spores. When the myconid takes damage, all other myconids within 800 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 must make a DC 19 CON save if it spends more than 10 minutes in direct sunlight, taking a level of Exhaustion on fail. Even if it succeeds, future saves of this nature are +5 higher until it completes a long rest. These effects are cummulative.



Primed Spores (Recharge 5-6). The Myconid releases a burst of spores in a 60ft radius which remain here for 10 minutes, making the area heavily obsucured as if in a Fog Cloud. Creatures starting their turn in the cloud must make a DC 19 CON save or become poisoned for 1 minute.
Should any source of flame touch the cloud, the effect ends, and all creatures within the cloud take 78 (12d12) Fire damage. DC 19 CON Save for half.

Actions

Multiattack. May Release Spores in place of a Slam.
3x Slam Multiattack. Natural Weapon. +11 to hit.
Hit. 22 (3d10+5) Bludgeoning damage and the creature is Grappled (Escape DC 18)

Release Spores. The Myconid ejects spores at one creature it can see within 40ft of it. The target must make a DC 19 CON save or become poisoned for 1 minute and suffer one of the following effects. The target can repeat the save at the end of each of its turns.

Condition Spores. The poisoned target is Incapactated, Blinded, Paralyzed, or Stunned while it hallucinates. Failing a the CON saves vs these spores by 5 or more inflicts an additional condition. Failing 4 total saves extends the duration to 10 minutes and the creature can no longer try to resist the effects.

Pacifying Spores. Any damage the victim inflicts on the Myconid is halved and redirected to the victim.

.Healing Spores. Should the victim fail a CON save to resist the poison on its turn, they must expend and roll one of their hit die, granting the HP to the Myconid, and taking the same as Necrotic damage.

Conductive Spores The creature becomes vulnerable to a type of damage chosen by the Myconid.

Spore Assault (Recharge 5-6). The Myconid releases a burst of spores in a 60ft radius. The area becomes heavily obscured for 1 minute (as if by Fog Cloud), and all creatures within this radius must make a DC 19 CON save as if hit by one of the Myconid's spore attacks.

Legendary Actions

Legendary Resistance (OOOO/day). When the Myconid fails a saving throw, it may choose to succeed instead.

Myconid

Myconid Large Plant, Loot Value 2,500, Lawful Neutral CR 17 18,000 xp

  • Armor class 17 (Natural+3)
  • Hit points 288 (25d10+150)
  • Speed 70ft. Walking
  • STR20 (+5)
  • DEX13 (+1)
  • CON22 (+6)
  • INT17 (+3)
  • WIS19 (+4)
  • CHA12 (+1)

Save Throws:STR +10, CON +11, INT +8,

Skills:Athletics +10, Investigation +8, Nature +8,

Senses:Tremorsight. 50ft, Psv Per 14, Bluff DC 15, Bribe DC 25, 2kgp
Utility: Carry 600lbs., Push 1,200lbs.

Languages:Plant, Primordial

Challenge:CR 17 (18,000 xp)

Distress Spores. When the myconid takes damage, all other myconids within 800 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 must make a DC 19 CON save if it spends more than 10 minutes in direct sunlight, taking a level of Exhaustion on fail. Even if it succeeds, future saves of this nature are +5 higher until it completes a long rest. These effects are cummulative.



Primed Spores (Recharge 5-6). The Myconid releases a burst of spores in a 60ft radius which remain here for 10 minutes, making the area heavily obsucured as if in a Fog Cloud. Creatures starting their turn in the cloud must make a DC 19 CON save or become poisoned for 1 minute.
Should any source of flame touch the cloud, the effect ends, and all creatures within the cloud take 104 (16d12) Fire damage. DC 19 CON Save for half.

Actions

Multiattack. May Release Spores in place of a Slam.
4x Slam Multiattack. Natural Weapon. +11 to hit.
Hit. 18 (2d12+5) Bludgeoning damage and the creature is Grappled (Escape DC 18)

Release Spores. The Myconid ejects spores at one creature it can see within 40ft of it. The target must make a DC 19 CON save or become poisoned for 1 minute and suffer one of the following effects. The target can repeat the save at the end of each of its turns.

Condition Spores. The poisoned target is Incapactated, Blinded, Paralyzed, or Stunned while it hallucinates. Failing a the CON saves vs these spores by 5 or more inflicts an additional condition. Failing 4 total saves extends the duration to 10 minutes and the creature can no longer try to resist the effects.

Pacifying Spores. Any damage the victim inflicts on the Myconid is halved and redirected to the victim.

.Healing Spores. Should the victim fail a CON save to resist the poison on its turn, they must expend and roll one of their hit die, granting the HP to the Myconid, and taking the same as Necrotic damage.

Conductive Spores The creature becomes vulnerable to a type of damage chosen by the Myconid.

Spore Assault (Recharge 5-6). The Myconid releases a burst of spores in a 60ft radius. The area becomes heavily obscured for 1 minute (as if by Fog Cloud), and all creatures within this radius must make a DC 19 CON save as if hit by one of the Myconid's spore attacks.

Legendary Actions

Legendary Resistance (OOOO/day). When the Myconid fails a saving throw, it may choose to succeed instead.

Myconid

Myconid Large Plant, Loot Value 4,500, Lawful Neutral CR 18 20,000 xp

  • Armor class 17 (Natural+3)
  • Hit points 299 (26d10+156)
  • Speed 70ft. Walking
  • STR20 (+5)
  • DEX13 (+1)
  • CON22 (+6)
  • INT17 (+3)
  • WIS19 (+4)
  • CHA13 (+1)

Save Throws:STR +10, CON +11, INT +8,

Skills:Athletics +10, Investigation +8, Nature +8,

Senses:Tremorsight. 50ft, Psv Per 14, Bluff DC 15, Bribe DC 25, 3,500gp
Utility: Carry 600lbs., Push 1,200lbs.

Languages:Plant, Primordial

Challenge:CR 18 (20,000 xp)

Distress Spores. When the myconid takes damage, all other myconids within 800 feet of it can sense its pain.



Primed Spores (Recharge 5-6). The Myconid releases a burst of spores in a 60ft radius which remain here for 10 minutes, making the area heavily obsucured as if in a Fog Cloud. Creatures starting their turn in the cloud must make a DC 19 CON save or become poisoned for 1 minute.
Should any source of flame touch the cloud, the effect ends, and all creatures within the cloud take 104 (16d12) Fire damage. DC 19 CON Save for half.

Actions

Multiattack. May Release Spores in place of a Slam.
4x Slam Multiattack. Natural Weapon. +11 to hit.
Hit. 18 (2d12+5) Bludgeoning damage and the creature is Grappled (Escape DC 18)

Release Spores. The Myconid ejects spores at one creature it can see within 40ft of it. The target must make a DC 19 CON save or become poisoned for 1 minute and suffer one of the following effects. The target can repeat the save at the end of each of its turns.

Condition Spores. The poisoned target is Incapactated, Blinded, Paralyzed, or Stunned while it hallucinates. Failing a the CON saves vs these spores by 5 or more inflicts an additional condition. Failing 4 total saves extends the duration to 10 minutes and the creature can no longer try to resist the effects.

Pacifying Spores. Any damage the victim inflicts on the Myconid is halved and redirected to the victim.

.Healing Spores. Should the victim fail a CON save to resist the poison on its turn, they must expend and roll one of their hit die, granting the HP to the Myconid, and taking the same as Necrotic damage.

Conductive Spores The creature becomes vulnerable to a type of damage chosen by the Myconid.

Spore Assault (Recharge 5-6). The Myconid releases a burst of spores in a 60ft radius. The area becomes heavily obscured for 1 minute (as if by Fog Cloud), and all creatures within this radius must make a DC 19 CON save as if hit by one of the Myconid's spore attacks.

Legendary Actions

Legendary Resistance (OOOO/day). When the Myconid fails a saving throw, it may choose to succeed instead.

Myconid

Myconid Large Plant, Loot Value 7,000, Lawful Neutral CR 19 22,000 xp

  • Armor class 17 (Natural+3)
  • Hit points 311 (27d10+162)
  • Speed 70ft. Walking
    40ft. Burrow
  • STR20 (+5)
  • DEX13 (+1)
  • CON22 (+6)
  • INT17 (+3)
  • WIS19 (+4)
  • CHA13 (+1)

Save Throws:STR +10, CON +11, INT +8,

Skills:Athletics +10, Investigation +8, Nature +8,

Senses:Tremorsight. 50ft, Psv Per 14, Bluff DC 15, Bribe DC 25, 5,500gp
Utility: Carry 600lbs., Push 1,200lbs.

Languages:Plant, Primordial

Challenge:CR 19 (22,000 xp)

Distress Spores. When the myconid takes damage, all other myconids within 800 feet of it can sense its pain.



Primed Spores (Recharge 5-6). The Myconid releases a burst of spores in a 60ft radius which remain here for 10 minutes, making the area heavily obsucured as if in a Fog Cloud. Creatures starting their turn in the cloud must make a DC 19 CON save or become poisoned for 1 minute.
Should any source of flame touch the cloud, the effect ends, and all creatures within the cloud take 104 (16d12) Fire damage. DC 19 CON Save for half.

Contagious Spores. When hit by a Melee Attack, the Myconid can make a Spore Attack against the attacker.

Actions

Multiattack. May Release Spores in place of a Slam.
4x Slam Multiattack. Natural Weapon. +11 to hit.
Hit. 18 (2d12+5) Bludgeoning damage and the creature is Grappled (Escape DC 18)

Release Spores. The Myconid ejects spores at one creature it can see within 40ft of it. The target must make a DC 19 CON save or become poisoned for 1 minute and suffer one of the following effects. The target can repeat the save at the end of each of its turns.

Condition Spores. The poisoned target is Incapactated, Blinded, Paralyzed, or Stunned while it hallucinates. Failing a the CON saves vs these spores by 5 or more inflicts an additional condition. Failing 4 total saves extends the duration to 10 minutes and the creature can no longer try to resist the effects.

Pacifying Spores. Any damage the victim inflicts on the Myconid is halved and redirected to the victim.

.Healing Spores. Should the victim fail a CON save to resist the poison on its turn, they must expend and roll one of their hit die, granting the HP to the Myconid, and taking the same as Necrotic damage.

Conductive Spores The creature becomes vulnerable to a type of damage chosen by the Myconid.

Spore Assault (Recharge 5-6). The Myconid releases a burst of spores in a 60ft radius. The area becomes heavily obscured for 1 minute (as if by Fog Cloud), and all creatures within this radius must make a DC 19 CON save as if hit by one of the Myconid's spore attacks.

Legendary Actions

Legendary Resistance (OOOO/day). When the Myconid fails a saving throw, it may choose to succeed instead.

Myconid

Myconid Large Plant, Loot Value 9,500, Lawful Neutral CR 20 25,000 xp

  • Armor class 19 (Natural+4)
  • Hit points 322 (28d10+168)
  • Speed 70ft. Walking
  • STR22 (+6)
  • DEX14 (+2)
  • CON22 (+6)
  • INT18 (+4)
  • WIS20 (+5)
  • CHA13 (+1)

Save Throws:STR +12, CON +12, INT +10, WIS +11,

Skills:Athletics +12, Investigation +10, Nature +10,

Senses:Psv Per 15, Bluff DC 16, Bribe DC 28, 8kgp
Utility: Carry 660lbs., Push 1,320lbs.

Languages:Plant, Primordial

Challenge:CR 20 (25,000 xp)

Distress Spores. When the myconid takes damage, all other myconids within 960 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 must make a DC 20 CON save if it spends more than 10 minutes in direct sunlight, taking a level of Exhaustion on fail. Even if it succeeds, future saves of this nature are +6 higher until it completes a long rest. These effects are cummulative.

Animating Spores (6/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 1d12+4 weeks or until destroyed, and it can't be animated again in this way.

Actions

Multiattack. May Release Spores in place of a Slam.
4x Slam Multiattack. Natural Weapon. +12 to hit.
Hit. 26 (3d12+6) Bludgeoning damage.

Release Spores. The Myconid ejects spores at one creature it can see within 45ft of it. The target must make a DC 20 CON save or become poisoned for 1 minute and suffer one of the following effects. The target can repeat the save at the end of each of its turns.

Condition Spores. The poisoned target is Incapactated, Blinded, Paralyzed, or Stunned while it hallucinates. Failing a the CON saves vs these spores by 4 or more inflicts an additional condition. Failing 4 total saves extends the duration to 10 minutes and the creature can no longer try to resist the effects.

Pacifying Spores. Any damage the victim inflicts on the Myconid is halved and redirected to the victim.

.Healing Spores. Should the victim fail a CON save to resist the poison on its turn, they must expend and roll one of their hit die, granting the HP to the Myconid, and taking the same as Necrotic damage.

Conductive Spores The creature becomes vulnerable to a type of damage chosen by the Myconid.

Spore Assault (Recharge 5-6). The Myconid releases a burst of spores in a 70ft radius. The area becomes heavily obscured for 1 minute (as if by Fog Cloud), and all creatures within this radius must make a DC 20 CON save as if hit by one of the Myconid's spore attacks.

Legendary Actions

Legendary Resistance (OOOO/day). When the Myconid fails a saving throw, it may choose to succeed instead.

Myconid

Myconid Large Plant, Loot Value 10,000, Lawful Neutral CR 21 33,000 xp

  • Armor class 19 (Natural+4)
  • Hit points 334 (29d10+174)
  • Speed 70ft. Walking
  • STR22 (+6)
  • DEX14 (+2)
  • CON22 (+6)
  • INT18 (+4)
  • WIS20 (+5)
  • CHA13 (+1)

Save Throws:STR +12, CON +12, INT +10, WIS +11,

Skills:Athletics +12, Investigation +10, Nature +10,

Senses:Tremorsight. 60ft, Psv Per 15, Bluff DC 16, Bribe DC 28, 8,500gp
Utility: Carry 660lbs., Push 1,320lbs.

Languages:Plant, Primordial

Challenge:CR 21 (33,000 xp)

Distress Spores. When the myconid takes damage, all other myconids within 960 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 must make a DC 20 CON save if it spends more than 10 minutes in direct sunlight, taking a level of Exhaustion on fail. Even if it succeeds, future saves of this nature are +6 higher until it completes a long rest. These effects are cummulative.



Primed Spores (Recharge 5-6). The Myconid releases a burst of spores in a 70ft radius which remain here for 10 minutes, making the area heavily obsucured as if in a Fog Cloud. Creatures starting their turn in the cloud must make a DC 20 CON save or become poisoned for 1 minute.
Should any source of flame touch the cloud, the effect ends, and all creatures within the cloud take 156 (24d12) Fire damage. DC 20 CON Save for half.

Actions

Multiattack. May Release Spores in place of a Slam.
4x Slam Multiattack. Natural Weapon. +12 to hit.
Hit. 26 (3d12+6) Bludgeoning damage.

Release Spores. The Myconid ejects spores at one creature it can see within 45ft of it. The target must make a DC 20 CON save or become poisoned for 1 minute and suffer one of the following effects. The target can repeat the save at the end of each of its turns.

Condition Spores. The poisoned target is Incapactated, Blinded, Paralyzed, or Stunned while it hallucinates. Failing a the CON saves vs these spores by 4 or more inflicts an additional condition. Failing 4 total saves extends the duration to 10 minutes and the creature can no longer try to resist the effects.

Pacifying Spores. Any damage the victim inflicts on the Myconid is halved and redirected to the victim.

.Healing Spores. Should the victim fail a CON save to resist the poison on its turn, they must expend and roll one of their hit die, granting the HP to the Myconid, and taking the same as Necrotic damage.

Conductive Spores The creature becomes vulnerable to a type of damage chosen by the Myconid.

Spore Assault (Recharge 5-6). The Myconid releases a burst of spores in a 70ft radius. The area becomes heavily obscured for 1 minute (as if by Fog Cloud), and all creatures within this radius must make a DC 20 CON save as if hit by one of the Myconid's spore attacks.

Legendary Actions

Legendary Resistance (OOOO/day). When the Myconid fails a saving throw, it may choose to succeed instead.

Myconid

Myconid Large Plant, Loot Value 15,000, Lawful Neutral CR 22 41,000 xp

  • Armor class 19 (Natural+4)
  • Hit points 345 (30d10+180)
  • Speed 70ft. Walking
  • STR22 (+6)
  • DEX14 (+2)
  • CON22 (+6)
  • INT18 (+4)
  • WIS20 (+5)
  • CHA13 (+1)

Save Throws:STR +12, CON +12, INT +10, WIS +11,

Skills:Athletics +12, Investigation +10, Nature +10,

Senses:Tremorsight. 60ft, Psv Per 15, Bluff DC 16, Bribe DC 28, 15kgp
Utility: Carry 660lbs., Push 1,320lbs.

Languages:Plant, Primordial

Challenge:CR 22 (41,000 xp)

Distress Spores. When the myconid takes damage, all other myconids within 960 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 must make a DC 20 CON save if it spends more than 10 minutes in direct sunlight, taking a level of Exhaustion on fail. Even if it succeeds, future saves of this nature are +6 higher until it completes a long rest. These effects are cummulative.



Primed Spores (Recharge 5-6). The Myconid releases a burst of spores in a 70ft radius which remain here for 10 minutes, making the area heavily obsucured as if in a Fog Cloud. Creatures starting their turn in the cloud must make a DC 20 CON save or become poisoned for 1 minute.
Should any source of flame touch the cloud, the effect ends, and all creatures within the cloud take 156 (24d12) Fire damage. DC 20 CON Save for half.

Actions

Multiattack. May Release Spores in place of a Slam.
4x Slam Multiattack. Natural Weapon. +12 to hit.
Hit. 26 (3d12+6) Bludgeoning damage and the creature is Grappled (Escape DC 20)

Release Spores. The Myconid ejects spores at one creature it can see within 45ft of it. The target must make a DC 20 CON save or become poisoned for 1 minute and suffer one of the following effects. The target can repeat the save at the end of each of its turns.

Condition Spores. The poisoned target is Incapactated, Blinded, Paralyzed, or Stunned while it hallucinates. Failing a the CON saves vs these spores by 4 or more inflicts an additional condition. Failing 4 total saves extends the duration to 10 minutes and the creature can no longer try to resist the effects.

Pacifying Spores. Any damage the victim inflicts on the Myconid is halved and redirected to the victim.

.Healing Spores. Should the victim fail a CON save to resist the poison on its turn, they must expend and roll one of their hit die, granting the HP to the Myconid, and taking the same as Necrotic damage.

Conductive Spores The creature becomes vulnerable to a type of damage chosen by the Myconid.

Spore Assault (Recharge 5-6). The Myconid releases a burst of spores in a 70ft radius. The area becomes heavily obscured for 1 minute (as if by Fog Cloud), and all creatures within this radius must make a DC 20 CON save as if hit by one of the Myconid's spore attacks.

Legendary Actions

Legendary Resistance (OOOO/day). When the Myconid fails a saving throw, it may choose to succeed instead.