Myconid Adult

Monster Manual (2025) p. 223

Size
Medium
Type
plant
Alignment
lawful neutral
AC
12
Initiative
0
Hit Points
16 (3d8+3)
Speed
walk 20 ft.
Senses
darkvision 120 ft.
Passive Perception
11
Languages
telepathy 240 ft.
Challenge
1/2
Lineage
Myconid
Environment
underdark
STR
10
+0
DEX
10
+0
CON
12
+1
INT
10
+0
WIS
13
+1
CHA
7
−2

Traits

Proficiency Bonus

+2

Treasure

Any: The monster's treasure hoard can include monetary treasure and any kinds of magic items.

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.

recharge

1/DAY

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.

Other data

description

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.

Myconid Adult: Myconid adults defend their territories and other myconids from invaders.