Fungus, Siegeshroom

Family: Fungi

Huge plant, neutral

Armor Class 13 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 13 (+1) 15 (+2) 10 (+0)

Skills Perception +6, Stealth +4
Damage Resistances bludgeoning, piercing
Damage Immunities acid, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Mycene
Proficiency Bonus +4
Challenge 9 (5,000 XP)

SPECIAL TRAITS

  • False Appearance. While the siegeshroom remains motionless, it is indistinguishable from a hill covered with mushrooms.
  • 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.
  • Siege Monster. The siegeshroom deals double damage to objects and structures.

ACTIONS

  • Multiattack. The siegeshroom makes two slam attacks.
  • Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
  • Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

ABOUT

This fungal mass stalks along on long appendages roughly in the shape of arms and legs. An inner glow lights what passes for a face and several mushrooms protrude from its back.

The heavy hitters of the mycene army, siegeshrooms are called in to demolish fortifications and take on threats of comparable size. They are used sparingly as growing one takes considerable time, but when missions call for their involvement, they are brought in to assist.

Section 15: Copyright Notice

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

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