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Mycelial Traveler

Challenge
Tags
Terrain
str
8
dex
14
con
12
int
10
wis
12
cha
10

AC 12
HP 13 (3d6 + 3; bloodied 6)
Speed 30 ft.


Proficiency +2; Maneuver DC 12
Skills Stealth +4, Survival +3
Senses darkvision 60 ft., passive Perception 11
Languages any two


ACTIONS

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.


BONUS ACTIONS

Spores (Recharge 6). The traveler releases a puff of poisonous spores in a 5-foot-radius area centered on the traveler. The spores lightly obscure the area and linger in air or water for 1 minute or until dispersed by a strong wind or current. Non-plant creatures that enter the area for the first time on a turn or start their turn there must make a DC 11 Constitution saving throw . On a failure, the creature takes 3 (1d6) poison damage and is poisoned until the end of its next turn. Once a creature has been affected by the spores, it is immune to this effect for 24 hours.

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.