Brain Fungus

Family: Fungi

Medium plant, neutral

Armor Class 12
Hit Points 9 (2d8)
Speed 5 ft.

STR DEX CON INT WIS CHA
1 (–5) 1 (–5) 10 (+0) 1 (–5) 16 (+3) 1 (–5)

Condition Immunities blinded, deafened, frightened
Senses blindsight 40 ft., passive Perception 10
Languages none
Challenge 1 (200 XP)

SPECIAL TRAITS

ABOUT

The brain fungus, also known as the magic mushroom, is a similar size to a shrieker. However, unlike the shrieker, the magic mushroom has a pink brain-like head atop a thick white stalk instead of a mushroom cap.

The brain fungus possesses no melee attacks. Instead, when it senses movement with 40 feet it releases psilocybin spores into the air. These spores function as mind-controlling spell effects.

Given they have no melee attacks, magic mushrooms rely on symbiosis with other species of fungus for defense. There is a 1-4 on d6 chance one of the following will be within 10 feet of a brain fungus: violet fungi, faze fungus, shrieker, icterine fungi, or phycomids. The brain fungus, in combination with its spell-like effects and fungal symbiosis, survives by slowly moving over its victims and decomposing their organic remains. The brain fungus has an effective intelligence of 16 and will use terrain and adjacent funguses to full advantage. The magic mushroom will, for example, position behind a rocky outcropping, to shield itself from sight and ranged attacks, while using its powers of deception to lure prey into a trap or kill zone. Harvesting the brain ichor of a magic mushroom can provide the key ingredients for the creation of 1d3 of the following random potions:

Brain Matter: Random Potion
d6 Potion
1 Animal control
2 Delusion
3 Giant control
4 Human control
5 Philter of love
6 Plant control
Section 15: Copyright Notice

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