Awakened Zurkhwood

Out of the Abyss p. 230

Size
Huge
Type
plant
Alignment
unaligned
AC
13 (natural armor)
Hit Points
59 (7d12+14)
Speed
walk 20 ft.
Resistances
bludgeoning, piercing
Vulnerabilities
fire
Senses
darkvision 120 ft.
Passive Perception
10
Languages
one language known by its creator
Challenge
2
Lineage
Zurkhwood
STR
19
+4
DEX
6
−2
CON
15
+2
INT
10
+0
WIS
10
+0
CHA
7
−2

Traits

False Appearance

While the tree remains motionless, it is indistinguishable from a normal zurkhwood mushroom.

Mute

If the awakened zurkhwood was created by a myconid sovereign, it can't speak.

Actions

Slam

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.

Other data

description

This creature is an ordinary zurkhwood mushroom (see "Fungi of the Underdark" in chapter 2) given sentience and mobility. An awakened zurkhwood can be created by casting the awaken spell on a normal zurkhwood mushroom. A myconid sovereign can create one by performing a lengthy ritual.

An awakened zurkhwood has the same statistics as an awakened tree (see appendix A of the Monster Manual), with the following modifications:

  • The awakened zurkhwood has darkvision out to a range of 120 feet.
  • If the awakened zurkhwood was created by a myconid sovereign, it can't speak.
  • The awakened zurkhwood's False Appearance feature allows it to be mistaken for a normal zurkhwood mushroom (instead of a tree).