Fungrums are a peculiar fey about the size of a large buttonmushroom. These tiny fellows can be mistaken as a dangerous or poisonous mushroom growing in swamps or damp forests. Their golden yellow pimples glisten during the day and seem to glow softly with the same light at night.
Travelers and Guides.
Fungrums live in swamps, bogs and dark forests with a high humidity. They never stay too long in one place, always trotting along the landscape. They enjoy collecting spores from other mushrooms and fungi and planting them in all sorts of different places. When you encounter a trail of mushrooms, it’s likely they have been dropped by a Fungrum on its travels a couple of days ago. Following these trails of mushrooms might help a lost traveler to find their way back. Some druids and clerics have made friends with Fungrums and have even claimed they were invited to go with them to different planes of existence.
Fungrums are generally speaking shy creatures. They are happy just to exist and be able to traverse their world without engaging much with other creatures. Some Fungrums like to stick together in small groups, which are referred to as a ‘clump’. Even though fungrums are not agressive, they will defend themselves from harm if needed with the aid of a few magic tricks. But in general, Fungrums are kind creatures who would much rather help others than harm them.
18 (4d4 + 4)
Dexterity +1, Constitution +4
False Appearance. While the Fungrum remains motionless, it is indistinguishable from a regular mushroom.
Circle of Mushrooms. Through a ritual that takes 1 hour to prepare, the Fungrum may cast the spell Planeshift. They can only use this ability to travel to the prime material plane, the plane of positive energy or the plane of negative energy.
Innate Spellcasting. The Fungrum’s spellcasting ability is Wisdom (spell save DC 13). The Fungrum can innately cast the following spells, requiring no material components:
At will: Druidcraft, Guidance, Poison Spray
2/day each: Detect Poison and Disease, Faerie Fire
1/day each: Protection from Poison
Headbut. Melee Weapon Attack: -1 to hit, reach 5 ft., one target. Hit: (1d1) Poison damage. The target has to make a Constitution saving throw (DC 13). On a failed save they become Poisoned.
Soothing Spores (1/day). The Fungrum shakes their twig to release the special spores they gathered. All creatures within 5ft. of the Fungrum regain 1d4 hit points.