Mycolid Spore Lord
medium Plant
- Armor Class: 14 (natural armor)
- Hit Points: 68
- Speed: walk 15 ft.- Perception: 14
- Stealth: 12
- Challenge Rating: 3 (700 XP)
- Source: Black Flag,
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| +3 |
+2 |
+1 |
-1 |
+4 |
-1 |
- Damage Immunities: poison
- Damage Resistances: Plant Resilience
- Senses: keensense 120 ft. (can't sense beyond this radius)
- Languages: understands Druidic and Sylvan but can't speak,telepathy 60 ft.
Special Abilities
- Fungal Toxicity: A creature that hits the mycolid with a melee attack while within 5 feet of it must succeed on a DC 13 CON save or be poisoned for 5 hours. If the poison isn't neutralized before 5 hours have passed, the creature must succeed on a DC 14 CON save, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one.
- Mycolid Connection: The spore lord can pinpoint the location of each friendly mycolid within 1 mile of it. In addition, its telepathy range increases to 1 mile when communicating with other mycolids.
- Plant Resilience: The mycolid is resistant to exhaustion and to the paralyzed, petrified, and unconscious conditions.
Actions
- Multiattack: The spore lord makes two Fungal Staff attacks or uses Hurl Sap twice.
- Fungal Staff: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 9 (2d8) poison damage.
- Hurl Sap: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 11 (2d8+2) poison damage, and the sap sticks to the target. While the sap is stuck, the target takes 4 (1d8) poison damage at the start of each of its turns. A creature can use an action to scrape away the sap, ending the effect.
- Mushroom Ring (Recharge 5-6): The spore lord causes fungal growth to erupt from a point on the ground it can sense within 120 feet of it. A ring of mushrooms sprouts in a 15-foot radius around that point. Each creature that isn't a mycolid within that ring must make a DC 14 CON save, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. Each mycolid within that ring gains 5 (2d4) temporary HP.
- Slumber Spores (Recharge 5-6): The spore lord ejects sleep-inducing spores from its body. Each creature that isn't a mycolid within 10 feet of the spore lord must make a DC 14 WIS save. On a failure, a creature takes 9 (2d8) poison damage and falls unconscious for 1 minute. On a success, a creature takes half the damage and doesn't fall unconscious. The unconscious creature wakes if it takes damage or if a creature uses an action to wake it.
Bonus Actions
- Fetid Feast: The spore lord draws sustenance from a Medium or larger pile of carrion or rotting vegetation within 5 feet of it. It regains 7 (2d6) HP. The spore lord can't use Fetid Feast on a pile of carrion or vegetation if it or another mycolid has already used Fetid Feast on that pile.
License
This work contains material from the Black Flag Roleplaying Reference Document v0.2, © Open Design LLC d/b/a Kobold Press. Reserved Material elements in this product include all elements designated as Reserved Material under the ORC License. This product contains no Expressly Designated Licensed Material.
This work is licensed under the ORC License, located at the Library of Congress at TX 9-307-067, and available online at various locations including koboldpress.com/orclicense and others. All warranties are disclaimed as set forth therein.
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