AC 8 (natural armor)
HP 21 (6d6)
Speed 5 ft.
Proficiency +2; Maneuver DC 6
Saving Throws Int +4
Skills Arcana +4
Condition Immunities blinded, charmed, deafened, fatigue, frightened, prone, restrained, stunned
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 11
Languages understands Common but can’t speak
ACTIONS
Multiattack. The morel attacks with its tendrils and uses Eat Dreams if possible.
Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage plus 7 (2d6) psychic damage. A creature reduced to 0 hit points by this damage is stabilized.
Eat Dreams. One unconscious creature within 10 feet of the morel takes 5 (2d4) psychic damage. If this reduces a creature to 0 hit points, it is stabilized but can’t awaken until restored to full hit points.
REACTIONS
Dream Spores (Recharge 6). If the dreamer’s morel is in an area of bright light, it expels a cloud of spores in a 10-foot radius. Breathing creatures in the cloud must succeed on a DC 12 Constitution saving throw or become poisoned for 2d4 hours. A creature poisoned in this way is also unconscious and experiences vivid, hallucinatory dreams. Unless the creature is cured of the poison before the condition ends, it must make a DC 12 Intelligence saving throw when it awakens. On a failure, it takes 5 (2d4) psychic damage.
When a creature with potent psionic power dies and is decomposed by fungi, a dreamer’s morel may grow from its remains. A dreamer’s morel uses hallucinatory spores to disable its victims, slowly feeding on the psychic activity of the creature’s dreams until the victim’s body dies. Through this process, the morel gains some of the creature’s memories, granting it a surprising degree of intelligence.
Combat
The morel uses Dream Spores if it is within an area of bright light and a creature is within 10 feet of it. It then attacks with its tendrils, prioritizing conscious creatures, and uses Eat Dreams on unconscious creatures.
Dreamer’s morels and spell shriekers are most common in caverns, although they also appear in swamps and fey glades.
CR 3–4 2 violet fungi with 1d4 spell shriekers
Treasure incomplete draft of a mushroom guidebook (100 gp)
Plant creatures are magical fungoid or plant-like creatures. Ordinary plants, such as trees, are not plant creatures. A treant is an intelligent plant creature that resembles a tree.