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5ead/monsters/md/tome_of_beasts_3/fungi-mush-marcher.md
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# 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.