1. Races

Myconid Adult

Medium Plant, Lawful Neutral
AC 12
Initiative +0 (10)
HP 16 (3d8 + 3)
Speed 20 ft.
mod
save
mod
save
mod
save
Str
10
+0
+0
Dex
10
+0
+0
Con
12
+1
+1
Int
10
+0
+0
Wis
13
+1
+1
Cha
7
-2
-2
Senses Darkvision 120 ft., Passive Perception 11
Languages Telepathy 240 ft.
CR 1/2 (XP 100; 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

Slam. Melee Attack Roll: +2, reach 5 ft. Hit: 4 (1d8) Bludgeoning damage plus 3 (1d6) Poison damage.

Pacifying Spores (1/Day). Constitution Saving Throw: DC 11, 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.

Habitat: Underdark
Treasure: Any
Source: MM'25, page 223.