Myconid – Dungeons & Dragons 5th Edition

by wolvercote66

myconid

 

I’m running Tyranny of Dragons at a local game store and I’m finding that I need some additional content. Myconids are an old favorite of mine from the classic “Slave Lords” modules. While I’m on the subject of that series of modules, I think I’ll have to whip up some Aspis in the future too. I’d like to see those monsters make a return.

 

Myconid                                                                                                           Medium plant, unaligned

Armor Class 12

Hit Points 38 (6d8+8)

Speed 20 ft.

STR          DEX      CON          INT       WIS         CHA

14 (+2)     10 (−)    13 (+1)     11 (−)     12 (+1)    10 (−)

Condition Immunities poisoned

Senses blindsight 60 ft. (blind beyond this radius),                                       passive Perception 10                                                                                Languages Myconid, Telepathy

Sunlight Sensitivity. While in sunlight, the myconid has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

 ACTIONS

Spore Cloud (Recharge 5-6). The myconid expels a cloud of poisonous spores, centered on itself and extending out in a 5 foot radius. Any creature caught in the spore cloud must make a DC 10 Constitution saving throw, taking 6 (2d6) poison damage or half that amount on a successful save.

Dominating Spores (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 5 ft., one target. Hit: The target must make a DC 10 Wisdom saving throw or become dominated by the myconid per the Dominate Person spell for 1 turn.

Multiattack. The myconid makes 2 hammering fist attacks.

Hammering Fists. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 4 (1d6+2) bludgeoning damage.