Myconid Sovereign
Armor Class 16 (natural armor)
Hit Points 84 (12d8+24)
Speed 30 ft.
Saving Throws Int +6, Wis +7
Skills Insight +6, Perception +6
Damage Resistances slashing; piercing
Damage Immunities poison, psychic
Condition Immunities blinded, deafened, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages Undercommon, Sylvan, telepathy 120 ft.
Challenge 5 (1,800 XP) Proficiency Bonus +3
Actions
Legendary Actions
The Myconid Sovereign can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Myconid Sovereign regains spent legendary actions at the start of its turn.
Lair
Regional Effects
The region containing the creature's lair is warped by its magic, creating the following effects:
- Plants within 1 mile of the lair exhibit unusual growth patterns and colors.
- The air is thick with spores, causing respiratory distress for non-plant creatures.
- Creatures that die within 1 mile of the lair are absorbed into the mycelium network.
If the Myconid Sovereign dies, these effects fade over the course of 1d10 days.
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Lore & Description
Appearance
The Myconid Sovereign stands at nearly 6 feet tall, its cap a vibrant shade of deep green flecked with bioluminescent spots. Its body is covered in a mottled texture resembling ancient bark, and tendrils of mycelium snake from the base of its form into the ground.
Behavior & Origins
Myconid Sovereigns serve as leaders within the myconid community, often acting as guardians of their subterranean realms. They are wise and benevolent, though they fiercely protect their kin from intruders. Myconid Sovereigns commune with the earth and the fungi, maintaining harmony within the depths of the Underdark.