Myconid Sovereign

From Monster Manual, page 232.

**Hit Points:** 60 (8d10 + 16)
 **STR**
12 (+1)
10 (0)
14 (+2)
13 (+1)
15 (+2)
 **Senses:** darkvision 120 ft., passive Perception 12
**Languages:** —
 ***Distress Spores.*** When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.
 ***Variant: Zuggtmoy's Empowerment.*** *from Out of the Abyss, page 228.*
Myconids that embrace Zuggtmoy can develop new, more destructive kinds of spores. Myconid sovereigns have all of the following spore effects.
* ***Caustic Spores (1/Day).*** The myconid releases spores in a 30-foot cone. Each creature inside the cone must succeed on a DC 12 Dexterity saving throw or take 3 (1d6) acid damage at the start of each of the myconid's turns. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. The save DC is 8 + the myconid's Constitution modifier + the myconid's proficiency bonus.
* ***Infestation Spores (1/Day).*** The myconid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 12 Constitution saving throw. The save DC is 8 + the myconid's Constitution modifier + the myconid's proficiency bonus. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the Spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be.
 ***Multiattack.*** The myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack.
***Fist.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage.
***Animating Spores (3/Day).*** The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4 + 1 weeks or until destroyed, and it can't be animated again in this way.
***Hallucination Spores.*** The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Pacifying Spores.*** The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Rapport Spores.*** A 30-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.