Myconid Guard
Medium Plant — CR 4
Myconid Guard is a D&D 3.5 monster from —. CR 4, HD 4d8+8 (26 hp).
- Hit Dice
- 4d8+8 (26 hp)
- Initiative
- +1
- Speed
- land 20 ft, 20 ft.
- Base Attack / Grapple
- +3/-2
- Attack
- 2 slams +5 melee, or spores +6 ranged touch
- Full Attack
- 2 slams +5 melee, or spores +6 ranged touch
- STR
- 14
- DEX
- 12
- CON
- 15
- INT
- 11
- WIS
- 15
- CHA
- 14
- Fort / Ref / Will
- +6 / +2 / +3
- Challenge Rating
- 4
- Alignment
- Usually lawful neutral
- Organization
- Solitary, pair, patrol (3-5), or work gang (3-5 plus 3-5 workers)
- Treasure
- None
- Level Adjustment
- +4
Special Abilities
SporesSkills and Feats
Feats
Description
Guards are fairly aggressive in combat, at least by myconid standards. Their preferred attack is their pacification spores, though they can use their slam attacks if forced into melee.