Actions/Abilities/Traits: (D&D 5e)
Action
Psychic Thrashing
Ranged Spell Attack: +6 to hit, range 100 ft., one target. Hit: 15 (2d10 + 4) psychic damage, and the target must succeed on a DC 14 Intelligence saving throw or be stunned until the end of its next turn.
Action
Slam
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6 - 1) bludgeoning damage.
Special
1st level (4 slots)
charm person, detect magic, magic missile, sleep
Special
3rd level (2 slots)
blink, lightning bolt
Special
Animate Plants (1/day)
The shroom can use its action to magically animate plants within 50 feet of itself. The effect is identical to the animate objects spells, but only live plants can be animated. The effect lasts for 24 hours.
Special
Awaken Plants (2/month)
The shroom can magically awaken one plant it touches. The effect is identical to the awaken spell, but affects only live plants.
Special
Cantrips (at will)
acid splash, mage hand, poison spray, ray of frost
Special
invisibility, web
2nd level (3 slots)
Special
Spellcasting
The shroom is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following bard spells prepared:
Special
Toxic Flesh
Any creature that tastes the flesh of a shroom must make a DC 13 Constitution saving throw or be overwhelmed by the deliciousness of the shroom, proceeding to gorge on the shroom flesh until it cannot keep any more down or until someone stops them. An hour after consuming even the smallest morsel of shroom flesh, the eater's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way (as if affected by feeblemind). The creature can, however, identify its friends, follow them, and even protect them. A successful saving throw indicates the eater is unaffected by the toxins in the shroom's flesh. At the end of every 30 days, the creature can repeat its saving throw against these effects. If it succeeds on its saving throw, the effects end. The effects can also be ended by greater restoration, heal, or wish.