Deathcap Myconid

Tome of Beasts (Third Party)

Size
Medium
Type
plant
Alignment
neutral evil
AC
15 (natural armor)
Hit Points
90 (12d8+36)
Speed
walk 20 ft.
Senses
darkvision 60 ft.
Passive Perception
10
Languages
-
Challenge
4
Lineage
Myconid
STR
12
+1
DEX
10
+0
CON
16
+3
INT
10
+0
WIS
11
+0
CHA
9
−1

Traits

Distress Spores

When a deathcap myconid takes damage, all other myconids within 240 feet of it sense its pain.

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.

Actions

Multiattack

The myconid uses either its Deathcap Spores or its Slumber Spores, then makes a fist attack.

Fist

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (4d4 + 1) bludgeoning damage plus 10 (4d4) poison damage.

Deathcap Spores (3/Day)

The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 3 rounds. While poisoned this way, the target also takes 10 (4d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

recharge

3/DAY

Slumber Spores (3/Day)

The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1 minute. A creature wakes up if it takes damage, or if another creature uses its action to shake it awake.

recharge

3/DAY

Other data

description