Myconid SovereignLarge plant
Distress Spores. When the myconid takes damage, all other myconids within 100 meters of it can sense its pain.
Spellcasting. The myconid sovereign’s spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has 2 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana 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: +3 to hit, reach 1 m. 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 1 meter 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 (1/turn). The myconid ejects spores at one creature it can see within 1 meter of it. The target must succeed on a DC 12 Fortitude 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 (1/turn). The myconid ejects spores at one creature it can see within 1 meter of it. The target must succeed on a DC 12 Fortitude 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 (1/turn). A 5-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 monsters in this system should have maneuvers or spells. You should add some maneuvers or spells to this monster. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all monsters via https://github.com/mlenser/kryx-rpg-issues/issues/9