Myconid King

A Myconid King is a moderately improved version of the generally subterranean and intelligent Myconid. They differ in appearance from a Myconid by having a blue-capped mushroom head and a bluish-grey coloration to the central stem and its appendages. They have a higher hit point (50) and XP (1200) total, an Armor Class of 2, and a THAC0 of 9. They use no weapons nor carry any treasure.
==Gameplay==
The Myconid King innately casts a single target Confusion (innate) spell at the closest detected enemy and repeat this approximately every two rounds until they are unable to. See the link for details.
In melee, they also utilize the same attack weapon as the Umber Hulk, inflicting 3d4 crushing damage plus strength bonus. The attack is equivalent to a +3 enchanted item for the purpose of what it can strike. The Myconid King can strike thrice per round.
==See also==
*Fungus
*Shrieker
*Spore Colony
==Bugs==
In the original Shadows of Amn and the Enhanced Edition, myconids are miss-classified by General/Type as monster. In the Siege of Dragonspear myconids are now properly classified as General/Type: plant.
For the sake of proper classification within this wiki and to follow the correct D&D classification, myconids are classified using the Siege of Dragonspear classification. 
===Gallery===
UD Myconid King.png|Hidden rogue observes Myconid King and Spore Colony creatures in the Underdark.
==Mod content==
Installation of the Sword Coast Stratagems Mod makes some changes to this creature. They have an SCS script to help the creature behave more intelligently in combat situations, such as not targeting enemies protected from Confusion, or if already in a confused state, and going after weakened or injured enemies as a priority, not attacking creatures in melee with Fire Shield up and active and that sort of thing.
== External links ==
Category:Plants