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Strobing Fungus

Medium · Plant · CR 4 · Unaligned

Armor Class
13 (natural armor)
Hit Points and Hit Dice
76 (9d8+36)
Challenge Rating CR
4

Ability Scores

Core attributes and their modifiers.

STR
16
+3
DEX
11
+0
CON
19
+4
INT
5
-3
WIS
13
+1
CHA
15
+2

Overview

Category Monsters
Size Medium
Type Plant
Alignment Unaligned
XP 1100
Initiative Bonus +0

Movement

Walk 10 ft (3 m)
Swim 5 ft (1.5 m)
Climb 5 ft (1.5 m)
Crawl 5 ft (1.5 m)

Senses

Blindsight 60 ft (18.3 m)
Passive Perception 11

Languages

understands Common but can't speak

Resistances & Immunities

Condition Immunities
blinded, deafened, frightened

Traits

Strobe

As a bonus action, the strobing fungus can start emitting a powerful, strobing light. It rapidly alternates between shedding bright light in a 60-foot radius and shedding no light, creating a dizzying effect unless the area’s ambient light is bright light. Each creature within 60 feet of the strobing fungus and that can see the light must succeed on a DC 14 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Unless surprised, a creature with a shield or other similarly-sized object can use its reaction to raise the object and protect its eyes from the light, avoiding the saving throw. If it does so, it can’t use that object for anything else. For example, a creature using a shield to protect its eyes loses the shield’s bonus to its Armor Class while using the shield in this way. If the creature looks at the strobing fungus or lowers or uses the object protecting its eyes, it must immediately make the save.

While emitting light, the strobing fungus can’t attack. It can stop emitting light at any time (no action required).

Actions

Chemical Burn

+5 to hit, reach 5 ft (1.5 m). Hit: 3d6+3 acid damage.

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one creature. Hit: 13 (3d6 + 3) acid damage.

Multiattack

The strobing fungus makes two attacks.

About Strobing Fungus

Strobing Fungus is a medium plant with a Challenge Rating of 4. It has a unaligned alignment.

In combat, this creature maintains an Armor Class of 13 and possesses 76 hit points (derived from 9d8+36).

Strobing Fungus has communication capabilities including understands Common but can't speak. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Strobing Fungus

2 tips available

When using Strobing Fungus in your D&D 5e campaign, consider these tactical approaches:

  • Mid-level Encounter: Ideal for parties levels 3-8 as solo or small groups
  • Terrain Advantage: Use terrain to offset moderate combat abilities

Player Guide: Facing Strobing Fungus

2 strategies available

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

  • Moderate Threat: Prepare standard combat tactics
  • Tactical Advantage: Use terrain and positioning

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

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

Solo Encounter:

A single character of level 6 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 2,000 XP
  • Hard: 3,000 XP
  • Deadly: 4,000 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 Strobing Fungus?
Strobing Fungus has a Challenge Rating of 4, making it appropriate for parties of level 4.0.
What type of creature is Strobing Fungus?
Strobing Fungus is a Medium Plant, which affects how certain spells and abilities interact with it.
What languages does Strobing Fungus speak?
Strobing Fungus can communicate in understands Common but can't speak.

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