Myconid SproutSmall plant
Distress Spores. When the myconid takes damage, all other myconids within 100 meters of it can sense its pain.
Spellcasting. The myconid sprout uses Primal (Wis) to cast spells (spell save DC 9, +1 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:
Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.
Fist. Melee Weapon Attack: +1 to hit, reach 1 m. Hit: 2 (1d4) bludgeoning damage plus 2 (1d4) poison damage.
Rapport Spores (3/day). A 2-meter radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of −4 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 5 meters of each other. The effect lasts for 1 hour.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9