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
STR
8
−1
DEX
10
+0
CON
10
+0
INT
8
−1
WIS
11
+0
CHA
5
−3

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.