Fungus, Eyeshroom

Family: Fungi

Large plant, neutral

Armor Class 13 (natural armor)
Hit Points 60 (8d10 + 16)
Speed 0 ft.

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 14 (+2) 5 (-3) 15 (+2) 1 (-5)

Skills Perception +4
Damage Resistances bludgeoning, piercing
Damage Immunities acid, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 14
Languages Mycene
Proficiency Bonus +2
Challenge 1 (200 XP)

SPECIAL TRAITS

  • Hive Mind. All fungi within 50 miles of are in constant communication. If one is aware of a particular danger, they all are. No fungus in a group is considered surprised unless all of them are.
  • Keen Sight. The eyeshroom has advantage on Wisdom (Perception) checks that rely on sight.
  • False Appearance. While the eyeshroom remains motionless, it is indistinguishable from a very large fungus.

ACTIONS

  • Corrosive Gaze. The eyeshroom focuses on one target it can see within 30 feet of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) acid damage.

ABOUT

This green fungal growth has a giant eye in its stem.

Like shriekshrooms, eyeshrooms act as sentinels and guardians for mycene lands. The two are often grouped together to act as eyes and ears for potential invading forces.

Eyeshrooms are not helpless and can defend themselves with their Rotting Gaze attack. That said, their inability to avoid conflict makes them more a nuisance than anything else.

Section 15: Copyright Notice

5E Foes: Video Game Bestiary. Copyright 2022, Mal and Tal Enterprises, LLC; Author Michael J. Tresca.

This is not the complete license attribution - see the full license for this page