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Myconid Sovereign
- STR
- 12 (+1)
- DEX
- 10 (+0)
- CON
- 14 (+2)
- INT
- 13 (+1)
- WIS
- 15 (+2)
- CHA
- 10 (+0)
While in sunlight, the myconid has Disadvantage on D20 Tests. The myconid dies if it spends more than 1 hour in sunlight.
Actions
The myconid makes one Slam attack and uses Pacifying Spores.
Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Bludgeoning damage plus 5 (2d4) Poison damage.
The myconid releases spores at a Medium or Small corpse within 5 feet of it that wasn't a Construct or an Undead. In 24 hours, the corpse rises as a Myconid Spore Servant. The corpse stays animate for 1d4 + 1 weeks or until destroyed, and it can't be animated again in this way.
Constitution Saving Throw: DC 12, 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.
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.
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Source: Monster Manual (2025), p. 223 - Licenses and attribution