Myconid Alchemist IV
Medium plant, neutral evil
Armor Class
16 (natural armor)
Hit Points
65 (10d8 + 20)
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 13
Skills
Stealth +6
Languages
Undercommon
Challenge
7 (2,900 XP)
Stalk-still. A myconid that remains perfectly still has advantage on Dexterity (Stealth) checks made to hide.
Actions
Stone Knuckles. Melee weapon attack: +6 to hit. Hit: 10 (2d6 + 3) slashing damage.
Spore Bomb. Ranged weapon attack: +4 to hit, range 30/60 ft. Hit: 15 (6d4) poison damage and the target must succeed on a DC 15 Constitution saving throw or be dominated for 1 minute. A dominated creature obeys all commands telepathically delivered by the myconid’s spores. Each time the target takes damage it is allowed another saving throw.