Size:
Small
Type:
Plant
Form:
... that walks like a man
Temper:
# App:
1d12, 1d10 × 20 + 1d10
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e (Myconid Adult)
Actions/Abilities/Traits: D&D 5e (Myconid Adult)
Attributes
Strength: 10
Dexterity: 10
Constitution: 12
Intelligence: 10
Wisdon: 13
Charisma: 7
Offense
Fist
Circumstance: Melee
2 to hit, reach 5 ft., one target. (2d4) bludgeoning damage plus 5 (2d4) poison damage.
Offense
Slam
Circumstance: Melee
2, reach 5 ft. (1d8) Bludgeoning damage plus 3 (1d6) Poison damage.
Action
Pacifying Spores (1/Day)
con 11, one creature the myconid can see within 10 feet. The target has the Stunned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Action
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 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.
Action
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.
Trait
Distress Spores
When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.
Trait
Sun Sickness
While in sunlight, the myconid has Disadvantage on D20 Test|D20 Tests. The myconid dies if it spends more than 1 hour in sunlight.
Trait
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.
Trait
Passive Perception
11
Senses
darkvision 120 ft.
Languages
telepathy 240 ft.
Environments
underdark
Myconid adults defend their territories and other myconids from invaders.
5e Tools
Actions/Abilities/Traits: D&D 5e (Myconid Adult)
Actions/Abilities/Traits: D&D 5e (Myconid Sovereign)
Actions/Abilities/Traits: D&D 5e (Myconid Sovereign)
Attributes
Strength: 12
Dexterity: 10
Constitution: 14
Intelligence: 13
Wisdon: 15
Charisma: 10
Offense
Fist
Circumstance: Melee
3 to hit, reach 5 ft., one target. (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage.
Offense
Slam
Circumstance: Melee
3, reach 5 ft. (2d4 + 1) Bludgeoning damage plus 5 (2d4) Poison damage.
Action
Multiattack
The myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack.
Action
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.
Action
Hallucination Spores
The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a 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.
Action
Pacifying Spores
con 12, one creature the myconid can see within 10 feet. The target has the Stunned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Action
Pacifying Spores
The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a 12 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.
Action
Rapport Spores
The myconid expels spores in a 30-foot Emanation [Area of Effect]|Emanation originating from itself. Creatures in that area with an Intelligence score of 2 or higher that aren't Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour.
Action
Rapport Spores
A 30-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.
Trait
Distress Spores
When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.
Trait
Sun Sickness
While in sunlight, the myconid has Disadvantage on D20 Test|D20 Tests. The myconid dies if it spends more than 1 hour in sunlight.
Trait
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.
Trait
Passive Perception
12
Senses
darkvision 120 ft.
Languages
telepathy 240 ft.
Environments
underdark
Myconid sovereigns resemble towering myconid adults with elaborate fungal growths. They direct their lesser kin and see to the health and growth of vast fungal blooms.
5e Tools
Actions/Abilities/Traits: D&D 5e (Myconid Sovereign)
Actions/Abilities/Traits: D&D 5e (Myconid Sprout)
Actions/Abilities/Traits: D&D 5e (Myconid Sprout)
Attributes
Strength: 8
Dexterity: 10
Constitution: 10
Intelligence: 8
Wisdon: 11
Charisma: 5
Offense
Fist
Circumstance: Melee
1 to hit, reach 5 ft., one target. (1d4 - 1) bludgeoning damage plus 2 (1d4) poison damage.
Offense
Slam
Circumstance: Melee
1, reach 5 ft. (1d4 - 1) Bludgeoning damage plus 2 (1d4) Poison damage.
Action
Rapport Spores
The myconid expels spores in a 30-foot Emanation [Area of Effect]|Emanation originating from itself. Creatures in that area with an Intelligence score of 2 or higher that aren't Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour.
Action
Rapport Spores (3/Day)
A 10-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.
Trait
Distress Spores
When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.
Trait
Sun Sickness
While in sunlight, the myconid has Disadvantage on D20 Test|D20 Tests. The myconid dies if it spends more than 1 hour in sunlight.
Trait
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.
Trait
Passive Perception
10
Senses
darkvision 120 ft.
Languages
telepathy 240 ft.
Environments
underdark
Myconid sprouts tend to their fungal homes and watch for trespassers.
5e Tools
Actions/Abilities/Traits: D&D 5e (Myconid Sprout)
Deathcap 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.
Mushroom Farmers. These sentient mushroom folk tend the white forests of fungi in the underworld and are allies of the darakhul. Despite their ominous name, deathcap myconids are chiefly farmers. They cultivate dozens of species of mushrooms anywhere they have water, dung, and a bit of earth or slime in the underworld deeps. For this reason, other races rarely attack them. The ghouls do not eat them, and they cannot be made into darakhul.
Toxic Spores. Although deathcaps are mostly peaceful, their spores are toxic and sleep-inducing. They make excellent allies in combat because their abilities tend to punish attackers, but they aren't especially lethal on their own. They use their poison and slumber spores to full effect against living creatures; they typically flee from constructs and undead. They count on their allies (carrion beetles, darakhul, purple worms, dark creepers, or even various devils) to fend off the most powerful foes.
Clones. Deathcap myconids live in communal groups of related clones. They reproduce asexually, and an elder and its offspring can be nearly identical in all but age. These clone groups are called deathcap rings.
Myconids build no huts or towns, but their groups are defined by their crops and general appearance. Indeed, many sages claim that the deathcaps are merely the fruiting, mobile bodies of the forests they tend, and that this is why they fight so ferociously to defend their forests of giant fungi.
5e SRD