Myconid Sovereign

Large Plant, Lawful Neutral
MM'24

AC 13

HP 45 (6d10 + 12)

Speed 30 ft.

STR

12 (+1)

Save +1

DEX

10 (+0)

Save +0

CON

14 (+2)

Save +2

INT

13 (+1)

Save +1

WIS

15 (+2)

Save +2

CHA

10 (+0)

Save +0

Senses Darkvision 120 ft., Passive Perception 12

Languages telepathy 240 ft.

CR 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. con 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.