AC 15 (natural armor)
HP 22 (5d8; bloodied 11)
Speed 30 ft.
Proficiency +2; Maneuver DC 12
Skills Nature +3 (+1d4), Perception +5, Stealth +3 (+1d4), Survival +5
Damage Vulnerabilities radiant
Condition Immunities diseased , poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Undercommon, Sylvan
Magic Resistance. The mykand has advantage on saving throws against spells and magical effects.
Speak with Nature. The mykand can communicate with beasts and plants.
Fungal Pathway. Once per turn, the mykand can use 10 feet of movement to enter a mushroom ring and then teleport up to 30 feet away.
Web Walker. The mykand ignores movement restrictions caused by webbing.
ACTIONS
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Sling. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Dragon’s Head Mushroom (3/Day) Plucking a red topped mushroom that bears a loose similarity to a dragon’s head from a hidden pocket, the mykand throws it at a spot it can see within 30 feet where it bursts, releasing a cloud of black spores in a 10-foot radius. Each creature in the area aside from a mykand must make a DC 13 Wisdom saving throw . On a failure, the creature is frightened . While frightened in this way, it regards any Dragon’s Head Mushrooms it can see with abject terror, and must use its movement each turn to get out of sight of it. A creature can repeat this saving throw if the mykand or the mykand’s allies harm it, ending the effect on a success. Otherwise, the effect lasts 24 hours. If the creature succeeds on a saving throw against Dragon’s Head Mushrooms or the effect ends for it, it is immune to Dragon’s Head Mushrooms for 24 hours.
As the dryad is bound to a heart tree, so the mykand is bound to a particular mushroom known as their fungal heart. Appearing as a leathery old humanoid with a scraggly lichen beard and wrapped in all manner of rotting material, a mykand is easily mistaken for a pile of garbage until it moves.
Living deep underground, mykands tend to dozens of mushroom rings around their fungal heart, bringing them dead plant and animal materials and defending them from outside threats. They often have numerous hidden high ledges that they can teleport to scattered around their domain and from which they can attack their enemies with sling stones. They are also known to ally themselves with giant spiders and other such beasts, though they have a fierce hatred for ettercaps. Even further underground there are those mykand that make their homes in the Underlands, often working alongside the druids of the Sanctuary (see Underland Locations in Dungeon Delver’s Guide for more information).
Gold, magical items, and precious gems that the fungi cannot consume are discarded outside of the mykand’s domain and often small piles of such material identifies the beginning of such an area. In combat the mykand will attempt to draw creatures away from its fungi and towards such piles, understanding the interest they hold for other creatures.