Myconid Sprout
Monster Manual (2025) p. 222
- Size
- Small
- Type
- plant
- Alignment
- lawful neutral
- AC
- 10
- Initiative
- 0
- Hit Points
- 3 (1d6)
- Speed
- walk 10 ft.
- Senses
- darkvision 120 ft.
- Passive Perception
- 10
- Languages
- telepathy 240 ft.
- Challenge
- 0
- Lineage
- Myconid
- Environment
- underdark
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: +1, reach 5 ft. Hit: 1 (1d4 - 1) Bludgeoning damage plus 2 (1d4) Poison damage.
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 Sprout: Myconid sprouts tend to their fungal homes and watch for trespassers.