Bestiary · Plant

PR 1/4

Mycelai Scout

A mycelai scout is sent out when a colony needs to know whether a gallery is still passable. It brings a lamp it does not need to see by, and a cage for anything it finds. It goes alone, because a colony risks only one scout at a time.

Mycelai Scout, drawn at Small scale
Physiology
Plant
Size
Small
Speed
20 ft.
Armor class
12
Hit points
17 (5d6)
Proficiency
+2
  • STR 10 +0 save +0
  • DEX 13 +1 save +1
  • CON 11 +0 save +0
  • INT 10 +0 save +0
  • WIS 14 +2 save +2
  • CHA 9 -1 save -1
Skills
Perception +4 , Stealth +3 , Survival +4
Passive Perception
14
Senses
darkvision 120 ft.
Languages
understands Common
Condition immunities
blinded , charmed , frightened
Found in
Subterranean

Traits

  • Distress Spores

    When it takes damage, every mycelai within 240 feet knows where it is and that it is hurt.

  • Sun Sickness

    The scout has disadvantage on attack rolls, ability checks and saving throws while in direct sunlight.

Actions

  • Fist

    +2 to hit · reach 5 ft.

    1d6 bludgeoning damage

    A blow from its fist.

  • Pacifying Spores

    One creature within 5 feet makes a DC 11 Constitution save or is Incapacitated for 1 minute, repeating the save at the end of each of its turns. Recharges after a short rest.