Shroompy Sigma

Family: Fungofauna

Tiny plant (fungofauna), chaotic good

Armor Class 15 (natural armor)
Hit Points 19 (3d4 + 12)
Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 18 (+4) 15 (+2) 13 (+1) 10 (+0)

Saving Throws Dex +4, Con +6
Skills Acrobatics +4, Perception +3, Stealth +4
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 13
Languages understands Common but can’t speak, can communicate with plant creatures
Challenge 1 (200 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Glide. The shroompy has special skin membranes that allow it to glide. When the shroompy falls and isn’t incapacitated, it subtracts up to 100 feet from the fall when calculating the fall’s damage, and it can move up to 2 feet horizontally for every 1 foot it descends.
  • Keen Hearing and Smell. The shroompy has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Poison Sense. The shroompy can detect whether a substance is poisonous by smell, taste, or touch.

ACTIONS

  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
  • Slumber Spores (Recharge 5-6). The shroompy ejects spores from its cap at one creature it can see within 10 feet of it. The target must succeed on a DC 14 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

  • Fetch! When asked by an ally, the shroompy can use its reaction to move up to its speed towards an object and pick it up as a free action, or move towards the ally if it has already picked up the object. The shroompy can’t use its bite action while carrying an object in this way.

ABOUT

Though they are pack creatures, shroompies have no strict hierarchy. Everyone in a shroompy pack (sometimes known as a shroompy colony) does their part, from the tiniest shroompy that just jumped off its parent’s orange back, to the most ancient shroomog.

Shroompy sigmas are rugged and adventurous shroompies that often return home bruised and battered from some brawl. Though they might appear solitary, sigmas care deeply about their pack and will get into all sorts of trouble to keep danger away from those they seek to protect.

Shroompy sigmas are more likely to further transform into shroomogs than the average shroompy. This is reflected in their ability to eject slumber spores that can render enemies unconscious long enough for other shroompies to escape to safety.

Pact of the Chain Familiar. At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of a shroompy sigma for their familiar.

Talking Shroompies and Shroomogs

Typical shroompies and shroomogs can’t speak in a way humanoids understand, but they are exceptionally intelligent and capable of communicating complex concepts between them.

At the gamemaster’s discretion, player characters may encounter talking shroompies, or they may find ways to allow their shroompy friends to speak. Such methods might include adding a new function to the awaken spell, which could allow the caster to bestow speech to already intelligent targets.

Section 15: Copyright Notice

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

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