Fungus, Muckmaw (Noble)

Family: Fungi

Medium plant (fungus), neutral

Armor Class 16 (natural armor)
Hit Points 84 (13d8 + 26)
Speed 30 ft.

12 (+1) 16 (+3) 14 (+2) 14 (+2) 16 (+3) 15 (+2)

Skills Arcana +5, Insight +6, Nature +5, Perception +6, Persuasion +5, Stealth +4, Survival +6
Damage Resistances bludgeoning, piercing
Damage Immunities acid, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 16
Languages Mycene
Proficiency Bonus +3
Challenge 7 (2,900 XP)


  • 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.
  • Swamp Camouflage. The mycene has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.


  • Multiattack. The mycene noble makes two melee attacks.
  • Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage plus 5 (2d4) poison damage.
  • Fungus Stride. Once on its turn, the mycene noble can use 10 feet of its movement to step magically into one living mushroom or fungus patch within 5 feet and emerge from another within 60 feet of the first one, appearing in an unoccupied space within 5 feet of the second mushroom or fungus patch. The mushrooms and patches must be large or bigger. Mind Control Spores (Recharge 5–6). The mycene noble releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and Beasts in the cloud when it appears, or that enter it later, must make a DC 14 Wisdom saving throw. On a successful save, a creature can’t be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of the mycene noble for 24 hours. While infected in this way, the creature is charmed by her and can’t be reinfected by these spores.
  • Leadership (Recharge after a Short or Long Rest). For 1 minute, the mycene noble can utter a special command or warning when-ever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the mycene noble. A creature can benefit from only one Leadership die at a time. This effect ends if the mycene noble is incapacitated.


This fungal humanoid has a toadstool-like head. The original inhabitants of the most fetid part of the swamp, they live a happy life in the quiet decay and bubbling pools. They are normally a peaceful people but will not hesitate to defend their land when threatened.

Although mycene have mouths they do not have vocal chords and cannot communicate verbally. Instead, they communicate with flashing lights and scents.

Most mycenes are non-violent but are capable of defending themselves if need be. Their resistance to acid and poison makes them adept as using the region’s most dangerous features to their advantage.

Mycene nobles are often styled as Kings or Queens. They grow as buds off of royal fungi plants and emerge fully-formed to lead their people.

Section 15: Copyright Notice

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

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