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.
- 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.