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Mycolid Spore Lord

Medium · Plant · CR 3 · Chaotic Evil

Source. Black Flag SRD
Armor Class
14 (natural armor)
Hit Points and Hit Dice
68
Challenge Rating CR
3

Ability Scores

Core attributes and their modifiers.

STR
16
+3
DEX
14
+2
CON
12
+1
INT
8
-1
WIS
18
+4
CHA
8
-1

Overview

Category Monsters
Size Medium
Type Plant
Alignment Chaotic Evil
XP 700
Initiative Bonus +2

Movement

Walk 15 ft (4.6 m)
Swim 7 ft (2.1 m)
Climb 7 ft (2.1 m)
Crawl 7 ft (2.1 m)

Senses

Passive Perception 14

Saving Throws

Strength +3 Dexterity +2 Constitution +1 Intelligence -1 Wisdom +4 Charisma -1

Languages

understands Druidic and Sylvan but can't speak,telepathy 60.0 ft (18.3 m).

Resistances & Immunities

Damage Immunities
poison
Damage Resistances
Plant Resilience

Traits

Fungal Toxicity

A creature that hits the mycolid with a melee attack while within 5 feet of it must succeed on a DC 13 CON save or be poisoned for 5 hours. If the poison isn't neutralized before 5 hours have passed, the creature must succeed on a DC 14 CON save, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one.

Mycolid Connection

The spore lord can pinpoint the location of each friendly mycolid within 1 mile of it. In addition, its telepathy range increases to 1 mile when communicating with other mycolids.

Plant Resilience

The mycolid is resistant to exhaustion and to the paralyzed, petrified, and unconscious conditions.

Actions

Fungal Staff

+5 to hit, reach 5 ft (1.5 m). Hit: 1d6+3 plus 2d8 poison damage.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 9 (2d8) poison damage.

Hurl Sap

+4 to hit, range 30/120 ft (9.1/36.6 m). Hit: 2d8+2 poison damage.

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 11 (2d8+2) poison damage, and the sap sticks to the target. While the sap is stuck, the target takes 4 (1d8) poison damage at the start of each of its turns. A creature can use an action to scrape away the sap, ending the effect.

Multiattack

The spore lord makes two Fungal Staff attacks or uses Hurl Sap twice.

Mushroom Ring

Recharge 5–6

The spore lord causes fungal growth to erupt from a point on the ground it can sense within 120 feet of it. A ring of mushrooms sprouts in a 15-foot radius around that point. Each creature that isn't a mycolid within that ring must make a DC 14 CON save, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. Each mycolid within that ring gains 5 (2d4) temporary HP.

Slumber Spores

Recharge 5–6

The spore lord ejects sleep-inducing spores from its body. Each creature that isn't a mycolid within 10 feet of the spore lord must make a DC 14 WIS save. On a failure, a creature takes 9 (2d8) poison damage and falls unconscious for 1 minute. On a success, a creature takes half the damage and doesn't fall unconscious. The unconscious creature wakes if it takes damage or if a creature uses an action to wake it.

Bonus Actions

Fetid Feast

The spore lord draws sustenance from a Medium or larger pile of carrion or rotting vegetation within 5 feet of it. It regains 7 (2d6) HP. The spore lord can't use Fetid Feast on a pile of carrion or vegetation if it or another mycolid has already used Fetid Feast on that pile.

About Mycolid Spore Lord

Mycolid Spore Lord is a medium plant with a Challenge Rating of 3. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 68 hit points (derived from None).

Mycolid Spore Lord has communication capabilities including understands Druidic and Sylvan but can't speak,telepathy 60 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Mycolid Spore Lord

1 tips available

When using Mycolid Spore Lord in your D&D 5e campaign, consider these tactical approaches:

  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Mycolid Spore Lord

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 3.

Solo Encounter:

A single character of level 5 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 1,200 XP
  • Hard: 1,800 XP
  • Deadly: 2,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Mycolid Spore Lord?
Mycolid Spore Lord has a Challenge Rating of 3, making it appropriate for parties of level 3.0.
What type of creature is Mycolid Spore Lord?
Mycolid Spore Lord is a Medium Plant, which affects how certain spells and abilities interact with it.
What languages does Mycolid Spore Lord speak?
Mycolid Spore Lord can communicate in understands Druidic and Sylvan but can't speak,telepathy 60 ft..

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