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.

Every licence notice Tavern Bag relies on.