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Deathcap Myconid

Medium · Plant · CR 4 · Neutral Evil

Source. Tome of Beasts
Armor Class
15 (natural armor)
Hit Points and Hit Dice
90 (12d8+36)
Challenge Rating CR
4

Ability Scores

Core attributes and their modifiers.

STR
12
+1
DEX
10
+0
CON
16
+3
INT
10
+0
WIS
11
+0
CHA
9
-1

Overview

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

Movement

Walk 20 ft (6.1 m)
Swim 10 ft (3 m)
Climb 10 ft (3 m)
Crawl 10 ft (3 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 10

Languages

-

Traits

Distress Spores

When a deathcap myconid takes damage, all other myconids within 240 feet of it sense its pain.

Sun Sickness

While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.

Actions

Deathcap Spores

3/day

The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 3 rounds. While poisoned this way, the target also takes 10 (4d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

Fist

+3 to hit, reach 5 ft (1.5 m). Hit: 4d4 poison damage.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (4d4 + 1) bludgeoning damage plus 10 (4d4) poison damage.

Multiattack

The myconid uses either its Deathcap Spores or its Slumber Spores, then makes a fist attack.

Slumber Spores

3/day

The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1 minute. A creature wakes up if it takes damage, or if another creature uses its action to shake it awake.

About Deathcap Myconid

Deathcap Myconid is a medium plant with a Challenge Rating of 4. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 90 hit points (derived from 12d8+36).

Deathcap Myconid has communication capabilities including -. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Deathcap Myconid

2 tips available

When using Deathcap Myconid 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 Deathcap Myconid

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 Deathcap Myconid?
Deathcap Myconid has a Challenge Rating of 4, making it appropriate for parties of level 4.0.
What type of creature is Deathcap Myconid?
Deathcap Myconid is a Medium Plant, which affects how certain spells and abilities interact with it.
What languages does Deathcap Myconid speak?
Deathcap Myconid can communicate in -.

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