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.