{"name":"myconid ","abilityscores":"+1 con +2 wis","size":"Medium","speed":"20ft","languages":"under-common","features":"natural armor 12 + dex mod\r\n\r\nDarkvision 120 ft\r\n\r\ndistress spores - symbiotic spores link you to your party whenever\r\nyou take a long rest you may choose up to five allies within 30 ft\r\nof spread spore that upon taking damage telepathically alert chosen allies\r\n\r\nSun Sickness. While in sunlight, the myconid has disadvantage\r\non ability checks, attack rolls, and saving throws. The myconid\r\ndies if it spends more than 1 hour in direct sunlight.\r\n\r\nnatural weapons - fist attack dealing 1d4 bludgeoning + 1d4 poison damage.\r\nthis increases to 2d4 at 5th level\r\n\r\nPacifying Spores (3fDay). The myconid ejects spores at one\r\ncreature it can see within 5 feet of it. The target must succeed\r\non a DC 11 Constitution saving throw or be stunned for 1\r\nminute. The target can repeat the saving throw at the end of\r\neach of its turns, ending the effect on itself on a success\r\n\r\nRapport Spores. A 20-foot radius of spores extends from the\r\nmyconid. These spores can go around corners and affect only\r\ncreatures with an Intelligence of 2 or higher that aren't undead,\r\nconstructs, or elementals. Affected creatures can communicate\r\ntelepathically with one another while they are within 30 feet of\r\neach other. The effect lasts for 1 hour.\r\n","tabledata":"","tags":"","isShared":"on","templateId":"23","blockId":"484611","world":"a1ce1280-f518-4225-85d8-23bc7cd2a567","folder":""}