Shroomish (5e Creature)
Shroomish
Tiny plant, any alignment Armor Class 12 (natural armor)
Skills Stealth +2 Forest Camouflage. The shroomish has advantage on Dexterity (Stealth) checks made to hide in forests, woodlands, or other terrain of abundant foliage. Poison Absorption. Whenever the shroomish is subjected to poison damage, it takes no damage and instead gains a number of hit points equal to the poison damage dealt. Effect Spore. Whenever the shroomish takes damage, it releases a cloud of spores. Creatures within 5 feet of the shroomish when this happens must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature succeeds on its save, it is immune to the effect spore of all shroomishes for 24 hours. ACTIONSTackle. Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage. Absorb. Melee Spell Attack. +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) poison damage, and the shroomish regains hit points equal to half the damage dealt (rounded down). Seed Bomb (Recharge 6). Ranged Spell Attack. +5 to hit, range 30/90 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage plus 5 (2d4) force damage. Spore (1/Day). The shroomish releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it. All creature of the shroomish's choice in that area must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the saving throw is successful or if the effect ends for the creature, it is immune to the Spore of all shroomishes (but not brelooms) for the next 24 hours.
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