Myconid Alchemist I

Medium plant, neutral evil

Armor Class

14 (natural armor)

Hit Points

6 (1d8 + 2)

Speed

30 ft.

STR

12 (+1)

DEX

16 (+3)

CON

14 (+2)

INT

12 (+1)

WIS

10 (+0)

CHA

8 (-1)

Condition Immunities

charmed, frightened, paralyzed, petrified, poisoned

Senses

darkvision 120 ft., passive Perception 12

Skills

Stealth +5

Languages

Undercommon

Challenge

1 (200 XP)

Stalk-still. A myconid that remains perfectly still has advantage on Dexterity (Stealth) checks made to hide.

Actions

Stone Knuckles. Melee weapon attack: +5 to hit. Hit: 6 (1d6+3) slashing damage.

Spore Bomb. Ranged weapon attack: +3 to hit, range 30/60 ft. Hit: 2 (1d4) poison damage and the target must succeed on a DC 12 Constitution saving throw or see 4 versions of the myconid for 1 minute. An affected creature making an attack against one of the visions has a 25% chance to hit the real myconid. The affected creature can attempt the saving throw at the end of each of its turns, ending the effect on a success.

medium
plant
cr1
homebrew