Mycolid Spore Lord
Medium Plant. CR 3, AC 14, 68 HP. Traits: Fungal Toxicity, Mycolid Connection, Plant Resilience.
- Armor class
- 14
- Hit points
- 68
- Challenge
- 3
- Creature type
- Plant
- Size
- medium
Stat block
- Cha
- 8
- Con
- 12
- Dex
- 14
- Int
- 8
- Str
- 16
- Wis
- 18
- Speed
- Walk: 15
- Senses
- keensense 120 ft. (can't sense beyond this radius)
- Skills
- Actions
- Multiattack. The spore lord makes two Fungal Staff attacks or uses Hurl Sap twice.
- Fungal Staff. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6+3) bludgeoning damage plus 9 (2d8) poison damage.
- Hurl Sap. _Ranged Weapon Attack:_ +4 to hit, range 30/120 ft., one target. _Hit:_ 11 (2d8+2) poison damage, and the sap sticks to the target. While the sap is stuck, the target takes 4 (1d8) poison damage at the start of each of its turns. A creature can use an action to scrape away the sap, ending the effect.
- Mushroom Ring (Recharge 5-6). The spore lord causes fungal growth to erupt from a point on the ground it can sense within 120 feet of it. A ring of mushrooms sprouts in a 15-foot radius around that point. Each creature that isn't a mycolid within that ring must make a DC 14 CON save, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. Each mycolid within that ring gains 5 (2d4) temporary HP.
- Slumber Spores (Recharge 5-6). The spore lord ejects sleep-inducing spores from its body. Each creature that isn't a mycolid within 10 feet of the spore lord must make a DC 14 WIS save. On a failure, a creature takes 9 (2d8) poison damage and falls unconscious for 1 minute. On a success, a creature takes half the damage and doesn't fall unconscious. The unconscious creature wakes if it takes damage or if a creature uses an action to wake it.
- Languages
- understands Druidic and Sylvan but can't speak,telepathy 60 ft.
- Saving throws
- Wisdom: 4; Charisma: -1; Strength: 3; Dexterity: 2; Constitution: 1; Intelligence: -1
- Damage immunities
- poison
- Special abilities
- Fungal Toxicity. A creature that hits the mycolid with a melee attack while within 5 feet of it must succeed on a DC 13 CON save or be poisoned for 5 hours. If the poison isn't neutralized before 5 hours have passed, the creature must succeed on a DC 14 CON save, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one.
- Mycolid Connection. The spore lord can pinpoint the location of each friendly mycolid within 1 mile of it. In addition, its telepathy range increases to 1 mile when communicating with other mycolids.
- Plant Resilience. The mycolid is resistant to exhaustion and to the paralyzed, petrified, and unconscious conditions.
- Damage resistances
- Plant Resilience
Source and licence
From Black Flag Reference Document.
Licence: ORC License.