Myconid – Dungeons & Dragons 5th Edition
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.
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.