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5ead/monsters/md/tome_of_beasts_3/fungi-mush-marcher.md
2025-06-07 07:58:30 -05:00

2.3 KiB

Fungi, Mush Marcher

Large Plant neutral

  • Armor Class: 13 (natural armor)
  • Hit Points: 85 (10d10+30)
  • Speed: walk 20 ft.
  • Challenge Rating: 3 (700 XP)
  • Source: Tome of Beasts 3, page 192
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 7 (-2) 14 (+2) 3 (-4)
  • Skills: perception +2
  • Damage Vulnerabilities: thunder
  • Senses: blindsight 60' (blind beyond), passive Perception 14
  • Languages: understands Common, + one language known by its grower, but can't speak

Special Abilities

  • Keen Hearing: Advantage on hearing Wis (Perception) checks.
  • Partial Echolocation: Its blindsight is reduced to 10 ft. while deafened.

Actions

  • Multiattack: Two Spore-Laced Claw attacks or one Mycelial Harpoon attack and one Spore-Laced Claw attack.
  • Mycelial Harpoon: Melee or Ranged Weapon Attack: +5 to hit 5 ft. or range 15/30' one target 10 (2d6+3) piercing damage and harpoon sticks in target if it is a Med or smaller creature. While harpoon is stuck target: 7 (2d6) piercing damage at start of each of its turns marcher can't make Mycelial Harpoon attacks vs. others and target and marcher can't move over 30' from each other. A creature including target can take its action to detach harpoon via DC 13 Str check. Or mycelial thread connecting marcher to harpoon can be attacked and destroyed (AC 12; hp 10; vulnerability to thunder; immunity to bludgeoning poison and psychic) dislodging harpoon into unoccupied space within 5 ft. of target and preventing marcher from using Recall Harpoon.
  • Spore-Laced Claw: Melee Weapon Attack: +5 to hit, 5 ft., one target, 5 (1d4+3) piercing damage + 9 (2d8) poison.
  • Slowing Spores (Recharge 5-6): Releases spores from its cap. Each creature within 20' of the mush marcher: 18 (4d8) poison and is poisoned (DC 13 Con half damage and isn't poisoned). While poisoned this way creature's speed is halved. A poisoned creature can re-save at end of each of its turns success ends effect on itself.

Bonus Actions

  • Recall Harpoon: Pulls on the mycelial threads connecting it to its harpoon returning the harpoon to its empty hand. If harpoon is stuck in a creature that creature must make DC 13 Str save or be pulled up to 15 ft. toward marcher.