Myconid Sovereign

Large Plant, Lawful Neutral
Initiative +0 (10)
AC 13
HP 45 (6d10 + 12)
Speed 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
12
+1
+1
Dex
10
+0
+0
Con
14
+2
+2

Int
13
+1
+1
Wis
15
+2
+2
Cha
10
+0
+0

Senses Darkvision 120 ft., Passive Perception 12
Languages Telepathy 240 ft.
CR 2 (XP 450; PB +2)

Traits

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

Multiattack. The myconid makes one Slam attack and uses Pacifying Spores.

Slam. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Bludgeoning damage plus 5 (2d4) Poison damage.

Animating Spores (3/Day). The myconid releases spores at a Medium or Small corpse within 5 feet of it that wasn't a Construct or an Undead. In 24 hours, the corpse rises as a Myconid Spore Servant. The corpse stays animate for 1d4 + 1 weeks or until destroyed, and it can't be animated again in this way.

Pacifying Spores. Constitution Saving Throw: DC 12, 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.

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.

Myconid sovereigns resemble towering myconid adults with elaborate fungal growths. They direct their lesser kin and see to the health and growth of vast fungal blooms.
Habitat: Underdark
Treasure: Any
Monster Manual 2024

  1. DnD 5.5 Monsters › Myconid Sovereign
Myconid Sovereign