Large plant, lawful neutral
- Armor Class
- 13
- Hit Points
- 45 (6d10 + 12)
- Speed
- 30 ft.
- Challenge
- 2 (450 XP)
- Senses
- Darkvision 120 ft., passive Perception 12
- Languages
- telepathy 240 ft.
Traits
While in sunlight, the myconid has Disadvantage on D20 Tests. The myconid dies if it spends more than 1 hour in sunlight.
Actions
The myconid makes one Slam attack and uses Pacifying Spores.
Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Bludgeoning damage plus 5 (2d4) Poison damage.
The myconid releases spores at a Medium or Small corpse within 5 feet of it that wasn't a Construct or an Undead. In 24 hours, the corpse rises as a Myconid Spore Servant. The corpse stays animate for 1d4 + 1 weeks or until destroyed, and it can't be animated again in this way.
con DC 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.
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.