Unlock to Continue Reading

Purchase this content to gain full access. By purchasing this content, you will unlock items for the virtual tabletop as well.

library

Habitat: Underdark; Treasure: Any

Myconid adults defend their territories and other myconids from invaders.


Myconids

Myconids dwell in remote Underdark reaches overgrown with molds and mushrooms. These ambulatory fungal creatures tend to their sanctuaries and avoid becoming embroiled in the conflicts of other creatures. They use specialized spores to communicate, to alert one another to danger, and to defend themselves. When myconids encounter others beings, they use mind-linking spores to allow nearby creatures to telepathically share thoughts. Nevertheless, myconids’ goals remain mysterious to most non-fungal creatures.

Traits

Sun Sickness. While in sunlight, the myconid has Disadvantage on D20 Tests. The myconid dies if it spends more than 1 hour in sunlight.

Actions

Slam. Melee Attack Roll: +2, reach 5 ft. Hit: 4 (1d8) Bludgeoning damage plus 3 (1d6) Poison damage.

Pacifying Spores (1/Day). Constitution Saving Throw: DC 11, one creature the myconid can see within 10 feet. Failure: 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.

Rapport Spores. The myconid expels spores in a 30-foot 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.


Myconid Adult

Medium Plant, Lawful Neutral
  • Armor Class 12
  • Hit Points 16 (3d8 + 3)
  • Speed 20 ft.
  • Initiative +0 (10)
STR
10 (0)
DEX
10 (0)
CON
12 (1)
INT
10 (0)
WIS
13 (1)
CHA
7 (-2)
  • Saving Throws Str +0, Dex +0, Con +1, Int +0, Wis +1, Cha -2
  • Senses Darkvision 120 ft., passive Perception 11
  • Languages Telepathy 240 ft.
  • Challenge 1/2 (100 XP)
  • Habitat Underdark
  • Treasure Any
  • Sun Sickness. While in sunlight, the myconid has Disadvantage on D20 Tests. The myconid dies if it spends more than 1 hour in sunlight.

Actions


  • Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., One Target. Hit: (1d8) Bludgeoning damage plus (1d6)Poison damage.
  • Pacifying Spores (1/Day). *Constitution Saving Throw:* DC 11, one creature the myconid can see within 10 feet. *Failure:* 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.
  • Rapport Spores. The myconid expels spores in a 30-foot 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.
Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×