Shroom

Small plant (fungus), chaotic evil

Armor Class 12
Hit Points 49 (11d6 + 11)
Speed 25 ft.

STR DEX CON INT WIS CHA
9 (-1) 10 (+0) 12 (+1) 19 (+4) 16 (+3) 15 (+2)

Skills Arcana +6, Nature +6, Medicine +5, Perception +5, Persuasion +4
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks
Damage Immunities psychic
Condition Immunities charmed, frightened, stunned, unconscious
Senses darkvision 60 ft., passive Perception 15
Languages Common, Deep Speech, Sylvan, Undercommon
Challenge 4 (1,100 XP)

SPECIAL TRAITS

  • Animate Plants (1/day). The shroom can use its action to magically animate plants within 50 feet of itself. The effect is identical to the animate objects spells, but only live plants can be animated. The effect lasts for 24 hours.
  • Awaken Plants (2/month). The shroom can magically awaken one plant it touches. The effect is identical to the awaken spell, but affects only live plants.
  • Spellcasting. The shroom is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following bard spells prepared:
  • Toxic Flesh. Any creature that tastes the flesh of a shroom must make a DC 13 Constitution saving throw or be overwhelmed by the deliciousness of the shroom, proceeding to gorge on the shroom flesh until it cannot keep any more down or until someone stops them. An hour after consuming even the smallest morsel of shroom flesh, the eater’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way (as if affected by feeblemind). The creature can, however, identify its friends, follow them, and even protect them. A successful saving throw indicates the eater is unaffected by the toxins in the shroom’s flesh. At the end of every 30 days, the creature can repeat its saving throw against these effects. If it succeeds on its saving throw, the effects end. The effects can also be ended by greater restoration, heal, or wish.

ACTIONS

  • Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6 – 1) bludgeoning damage.
  • Psychic Thrashing. Ranged Spell Attack: +6 to hit, range 100 ft., one target. Hit: 15 (2d10 + 4) psychic damage, and the target must succeed on a DC 14 Intelligence saving throw or be stunned until the end of its next turn.

ABOUT

Shrooms are evil toadstool creatures with genius intellects and considerable magical power. They lurk in the deep places of the earth and in dank forests, plotting ruin against surface dwellers and scheming to gain power for themselves by any means possible. They are highly adept with magic that influences plants, and most of them are knowledgeable in various forms of arcane study of other kinds, such as alchemy. Many, too, surround themselves with strange minions that they have created, grown, or bred.

Section 15: Copyright Notice

Tome of Horrors 2020, (C) 2020, Necromancer Games

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