Myconid Stinkhorn
2014Médio planta, leal e neutro
Classe de Armadura 14
Pontos de Vida 65 ()
Velocidade 20 ft.
Iniciativa
Sentidos visão no escuro 120 ft., Percepção passiva 11
Idiomas —
Nível de Desafio 4 (1,100 XP)
Ações
Multiattack. The myconid uses either its Stink Spores or its Eye-watering Spores, then makes a fist attack.
Fist. Melee Weapon Attack: , reach 5ft., one target. Hit: bludgeoning damage plus poison damage.
Stink Spores. The myconid shakes vigorously and ejects spores in a burst. These spores rain down in a 10-foot radius extending from the myconid, spreading around corners. When a creature enters the area for the first time on a turn or starts its turn there, it must make a DC 14 Constitution saving throw against poison. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. On a failed save, the creature spends its action that turn retching and reeling from the poison. A strong wind (at least 20 miles per hour) disperses the spores. The spores last until the start of the myconid's next turn.
Eye-watering Spores. The myconid swells momentarily and then deflates, ejecting spores as it does so. These cover a 5-foot radius extending from the myconid, spreading around corners. When a creature enters the area for the first time on a turn, or starts its turn there, it must make a DC 14 Constitution saving throw against poison. On a failed save, the creature is blinded. On a successful save, the creature has disadvantage on attack rolls and ability checks regarding sight. The effect lasts until the start of the myconid's next turn.
Rapport Spores. A 30-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.