Distress Spores. When the myconid takes damage, all other myconids within 960 feet of it can sense its pain.
Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid must make a DC 20 CON save if it spends more than 10 minutes in direct sunlight, taking a level of Exhaustion on fail. Even if it succeeds, future saves of this nature are +6 higher until it completes a long rest. These effects are cummulative.
Primed Spores (Recharge 5-6). The Myconid releases a burst of spores in a 70ft radius which remain here for 10 minutes, making the area heavily obsucured as if in a Fog Cloud. Creatures starting their turn in the cloud must make a DC 20 CON save or become poisoned for 1 minute.
Should any source of flame touch the cloud, the effect ends, and all creatures within the cloud take 156 (24d12) Fire damage. DC 20 CON Save for half.
Multiattack. May Release Spores in place of a Slam.
4x Slam Multiattack. Natural Weapon. +12 to hit.
Hit. 26 (3d12+6) Bludgeoning damage.
Release Spores. The Myconid ejects spores at one creature it can see within 45ft of it. The target must make a DC 20 CON save or become poisoned for 1 minute and suffer one of the following effects. The target can repeat the save at the end of each of its turns.
Condition Spores. The poisoned target is Incapactated, Blinded, Paralyzed, or Stunned while it hallucinates. Failing a the CON saves vs these spores by 4 or more inflicts an additional condition. Failing 4 total saves extends the duration to 10 minutes and the creature can no longer try to resist the effects.
Pacifying Spores. Any damage the victim inflicts on the Myconid is halved and redirected to the victim.
.Healing Spores. Should the victim fail a CON save to resist the poison on its turn, they must expend and roll one of their hit die, granting the HP to the Myconid, and taking the same as Necrotic damage.
Conductive Spores The creature becomes vulnerable to a type of damage chosen by the Myconid.
Spore Assault (Recharge 5-6). The Myconid releases a burst of spores in a 70ft radius. The area becomes heavily obscured for 1 minute (as if by Fog Cloud), and all creatures within this radius must make a DC 20 CON save as if hit by one of the Myconid's spore attacks.
Legendary Resistance (OOOO/day). When the Myconid fails a saving throw, it may choose to succeed instead.
Distress Spores. When the myconid takes damage, all other myconids within 960 feet of it can sense its pain.
Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid must make a DC 20 CON save if it spends more than 10 minutes in direct sunlight, taking a level of Exhaustion on fail. Even if it succeeds, future saves of this nature are +6 higher until it completes a long rest. These effects are cummulative.
Primed Spores (Recharge 5-6). The Myconid releases a burst of spores in a 70ft radius which remain here for 10 minutes, making the area heavily obsucured as if in a Fog Cloud. Creatures starting their turn in the cloud must make a DC 20 CON save or become poisoned for 1 minute.
Should any source of flame touch the cloud, the effect ends, and all creatures within the cloud take 156 (24d12) Fire damage. DC 20 CON Save for half.
Multiattack. May Release Spores in place of a Slam.
4x Slam Multiattack. Natural Weapon. +12 to hit.
Hit. 26 (3d12+6) Bludgeoning damage and the creature is Grappled (Escape DC 20)
Release Spores. The Myconid ejects spores at one creature it can see within 45ft of it. The target must make a DC 20 CON save or become poisoned for 1 minute and suffer one of the following effects. The target can repeat the save at the end of each of its turns.
Condition Spores. The poisoned target is Incapactated, Blinded, Paralyzed, or Stunned while it hallucinates. Failing a the CON saves vs these spores by 4 or more inflicts an additional condition. Failing 4 total saves extends the duration to 10 minutes and the creature can no longer try to resist the effects.
Pacifying Spores. Any damage the victim inflicts on the Myconid is halved and redirected to the victim.
.Healing Spores. Should the victim fail a CON save to resist the poison on its turn, they must expend and roll one of their hit die, granting the HP to the Myconid, and taking the same as Necrotic damage.
Conductive Spores The creature becomes vulnerable to a type of damage chosen by the Myconid.
Spore Assault (Recharge 5-6). The Myconid releases a burst of spores in a 70ft radius. The area becomes heavily obscured for 1 minute (as if by Fog Cloud), and all creatures within this radius must make a DC 20 CON save as if hit by one of the Myconid's spore attacks.
Legendary Resistance (OOOO/day). When the Myconid fails a saving throw, it may choose to succeed instead.