MYCONID SPROUT – 5e stats

Small plant (myconid), lawful neutral

Armor Class 10
Hit Points 7 (2d6)
Speed 10 ft.

Proficiency Bonus +2
Proficiency Bonus +2 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
8 (-1)10 (+0)10 (+0)8 (-1)11 (+0)5 (-3)

Senses darkvision 120 ft., passive Perception 10
Languages –
Challenge 0 (10 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

  • 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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A Myconid Sprout is a small, humanoid-shaped fungus that lives in the dark depths of the Underdark. It has a pale, bulbous head with two black eyes and a mouth-like slit. Its body is covered with patches of brown, green, or purple spores. It has two arms and two legs, each ending in a blunt appendage. A Myconid Sprout is about 3 feet tall and weighs about 15 pounds.

COMBAT

A Myconid Sprout is not a natural fighter, preferring to avoid violence and seek enlightenment. However, if threatened or provoked, it can defend itself with its fist or its spores. Its fist can deliver a weak blow that also injects poison into the target. Its spores can create a telepathic bond with other creatures, allowing them to communicate and share their thoughts and feelings. This can be used to establish peaceful contact or to coordinate with other myconids in case of danger. A Myconid Sprout can also release distress spores when it is injured, alerting other myconids nearby of its pain.

HABITAT / SOCIETY

A Myconid Sprout lives in a colony of other myconids, usually under the guidance of a larger and wiser myconid sovereign. A colony consists of one or more circles, which are groups of myconids that work, live, and meld together. A meld is a form of communal meditation that allows myconids to transcend their dull subterranean existence. The myconids’ rapport spores bind the participants into a group consciousness. Hallucination spores then induce a shared dream that provides entertainment and social interaction. Myconids consider melding to be the purpose of their existence. They use it in the pursuit of higher consciousness, collective union, and spiritual apotheosis. Myconids also use their rapport spores to communicate telepathically with other sentient creatures. They are curious and friendly towards outsiders, as long as they are approached peacefully and respectfully.

ECOLOGY

Like other fungi, myconids reproduce by mundane sporing. They carefully control their spores’ release to avoid overpopulation. They feed on organic matter, such as dead plants and animals, decomposing them and recycling their nutrients. They have a symbiotic relationship with other fungi, such as mushrooms and molds, which they cultivate and harvest for food and medicine. They also have a mutualistic relationship with some animals, such as giant rats and bats, which they protect and feed in exchange for transportation and scouting. Myconids are vulnerable to sunlight, which weakens them and can eventually kill them if they are exposed for too long. They prefer to stay in the dark and moist areas of the Underdark, where they can thrive and grow.