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.

medium
plant
cr7
homebrew