Myconid Guard

Some supporting henchmen for Yestabrod for your Out of the Abyss campaign.

MYCONID GUARD

Medium plant, unaligned

Armour Class 13 (natural armour)
Hit Points 101
Speed 20 ft.

STR

DEX

CON

INT

WIS

CHA

18 (+4)

16 (+3)

16 (+3)

8 (-1)

12 (+1)

 7 (-2)

Senses darkvision 120 ft., passive Perception 11
Languages –
Challenge 3 (700 XP)

Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.

Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.

ACTIONS              
Spiny Strike. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. 

Hit: 11 (2d6+4) piercing damage plus 5 (2d4) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour.

Pacifying Spores  (1/day). The myconid ejects spores at all creatures within 5 feet of it. All non-plant creatures must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  

Rapport Spores (1/day).  A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour. 

REACTIONS                        
Root of the Colony (1/day, Recharges when bloodied).  As a reaction when the myconid guard is hit it takes half damage from the attack, and a myconid ally takes the same amount of damage.

DESCRIPTION                  
This hulking mushroom man is much larger and thicker than every other myconid you have seen except for a sovereign.

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