Shroomog

Family: Fungofauna

Large plant (fungofauna), chaotic good

Armor Class 18 (natural armor)
Hit Points 73 (7d10 + 35)
Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 21 (+5) 16 (+3) 15 (+2) 13 (+1)

Saving Throws Dex +1, Con +7
Skills Intimidation +3, Perception +4, Stealth +1
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 14
Languages understands Common but can’t speak, can communicate with plant creatures
Challenge 2 (450 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Fungal Fur. The shroomog’s fur provides full cover to any Tiny creature that use its action to hide in it. Tiny creatures are blinded and restrained while hiding in the shroomog’s fur and can use another action to climb out of it. The shroomog’s fur can hold up to 20 Tiny creatures at a time.
  • Keen Hearing and Smell. The shroomog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Poison Sense. The shroomog can detect whether a substance is poisonous by smell, taste, or touch.
  • Shroompy Sense. The shroomog can pinpoint the location of shroompies within 300 feet of it and know if they are in distress.
  • Shroomog Stamina. If damage reduces the shroomog to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken. On a success, the shroomog drops to 1 hit point instead.

ACTIONS

  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
  • Slumber Spores (Recharge 5-6). The shroomog ejects spores from its cap at one creature it can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is unconscious. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

REACTIONS

  • Protective Instinct. When a creature the shroomog can see hits a target within 5 feet of it with an attack, the shroomog can use its reaction to shield the ally from harm, becoming the target of the attack instead.

ABOUT

Exceptionally tough and loyal, a shroomog’s stamina is only matched by its urge to protect its friends and the shroompies under its care.

A typical shroomog usually carries several developing shroompies on its back, which look like mushroom caps peeking out of the shroomog’s orange fur. When faced with danger, a shroomog won’t hesitate to use its slumber spores on any aggressor.

Greater Steed. At the gamemaster’s discretion, a player character who can obtain a greater steed through magic may choose the form of a shroomog for their greater steed.

Section 15: Copyright Notice

Cure Creatures Compendium © 2022 Catilus RPG Author: Christina Kritikou / Catilus

This is not the complete section 15 entry - see the full license for this page