Large plant, lawful neutral
- Armor Class
- 13 (natural armor)
- Hit Points
- 60 (8d10 + 16)
- Speed
- 30 ft.
- Challenge
- 2 (450 XP)
- Senses
- darkvision 120 ft., passive Perception 12
Traits
When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.
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.
Actions
The myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage.
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.
The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 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.
The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 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.
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.