Myconid Circle Leader
Large Plant — CR 6
Myconid Circle Leader is a D&D 3.5 monster from —. CR 6, HD 5d8+15 (37 hp).
- Hit Dice
- 5d8+15 (37 hp)
- Initiative
- +1
- Speed
- land 20 ft, 20 ft.
- Base Attack / Grapple
- +3/+2
- Attack
- 2 slams +5 melee (1d8+3), or spores +6 ranged touch
- STR
- 16
- DEX
- 12
- CON
- 17
- INT
- 11
- WIS
- 16
- CHA
- 15
- Fort / Ref / Will
- +7 / +2 / +4
- Challenge Rating
- 6
- Alignment
- Usually lawful neutral
- Organization
- Solitary, pair, patrol (3-5), work gang (3-5 plus 3-5 workers), or circle (4 junior workers plus average workers, elder workers, guards, and elder guards, for a total of 20)
- Treasure
- None
- Level Adjustment
- +5
Special Abilities
SporesSkills and Feats
Feats
Description
Circle leaders join battle only if doing so seems necessary to keep their underlings from being slaughtered. In combat, they use their hallucination spores at the first opportunity. Like other myconids, they prefer to avoid melee combat altogether but can use their slams if they must.