Fungal Titan
Huge plant, unaligned
Armor Class
18 (natural armor)
Hit Points
200 (16d12 + 96)
Speed
40 ft.
STR
24 (+7)
DEX
8 (-1)
CON
22 (+6)
INT
6 (-2)
WIS
12 (+1)
CHA
3 (-4)
Damage Resistances
bludgeoning, piercing, and slashing damage from nonmagical weapons
Senses
passive Perception 11
Languages
--
Challenge
10 (5,900 XP)
Fungal Defenses. Every 25 hit points lost by the titan causes a mushroom to fall from its body and explode on the ground. Each creature within 5 feet of the titan when happens must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn.
Actions
Multiattack. The titan makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage.
Hurl Noxious Shroom. The titan pulls a massive mushroom from its back and launches it at a point within 90 feet. On impact, the mushroom explodes into a cloud of toxic spores. Each creature within 10 feet of the point of impact must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed saving throw, or half as much damage on a successful one. The cloud is opaque and blocks all vision within the area for 1 minute.
Scatter Spores (Recharge 5-6). The titan shakes its back and scatters a storm of spores across the battlefield, six of which will spawn into mushrooms. These locations must be within 60 feet of the titan and are unknown to the players until they sprout. On initiative count 20 (losing initiative ties), these spores sprout into mushrooms. Roll a d4 to determine which type of mushroom spawns from each of these spores. These mushrooms are tiny plants with 10 hit points and AC
- The fungal titan is immune to all effects from these mushrooms.
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1 – Noxious Mushroom – This light green mushroom constantly disperses deadly spores into the air. When a non-floral creature comes within 10 feet of the mushroom for the first time on a turn or starts its turn there, it must make a DC 15 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
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2 – Blinding Mushroom – This white mushroom shines brightly, spinning back and forth and blasting the area with light. When a non-floral creature comes within 10 feet of the mushroom for the first time on a turn or starts its turn there, it must succeed on a DC 15 Constitution saving throw or take 10 (3d6) radiant damage and become blinded until the end of the turn.
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3 – Entrancing Mushroom – This dark pink mushroom produces spores that are alluring to most living creatures. When a non-floral creature comes within 10 feet of the mushroom for the first time on a turn or starts its turn there, it must succeed on a DC 15 Wisdom saving throw or become captivated by this mushroom. That creature must use its action this turn to praise and worship the mushroom’s beauty.
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4 – Explosive Mushroom – This mushroom glows bright orange and is incredibly volatile. The first time a non-floral creature moves while within 10 feet of the mushroom, it detonates in a blast of fire. Each creature within 10 feet on the mushroom make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed saving throw, or half as much damage on a successful one.