
Myconid Sprout
Plant
AC
HP
10
7
Alignment
Challenge
LN
0
STR
8 (-1)
DEX
10 (+0)
CON
10 (+0)
INT
8 (-1)
WIS
11 (+0)
CHA
5 (-3)
Source
Monster Manual
Name
Myconid Sprout
Race
Plant
Alignment
Lawful neutral
Armor Class
10
Size
Small
Hit Points
7 (2d6)
Challenge
0 (10 XP)
Speed
10 ft.
Senses
darkvision 120 ft., passive Perception 10
Languages
—

Saving Throws
None
Skills
None
Damage Immunities
None
Condition Immunities
None
Damage Resistances
None
Damage Vulnerabilities
None
Abilities
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
Fist .
Melee Weapon Attack : +1 to hit, reach 5 ft., one target.
Hit : 1
(1d4 - 1) bludgeoning damage plus 2
(1d4) poison damage.
Rapport Spores
(3/Day) .
A 10-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.
Legendary Actions
None
Reactions
None

