Myconid Sovereign

Large Plant — CR 7

()Updated 3.5

Myconid Sovereign is a D&D 3.5 monster from —. CR 7, HD 6d8+21 (48 hp).

Hit Dice
6d8+21 (48 hp)
Initiative
+1
Speed
land 20 ft, 20 ft.
Base Attack / Grapple
+4/+3
Attack
2 slams +7 melee (1d8+4), or spores +8 ranged touch
STR
18
DEX
12
CON
17
INT
12
WIS
17
CHA
17
Fort / Ref / Will
+8 / +3 / +5
Challenge Rating
7
Alignment
Usually lawful neutral
Organization
Tribe (3-10 circles, plus 1 king and 5-10 zombie servants)
Treasure
No coins, no goods, standard items (potions only)
Level Adjustment
+6

Special Abilities

SporesSkills and Feats

Feats

Potion Making (Su): Though it is not a spellcaster, a myconid sovereign can create various potions that mimic cleric and druid spells. It can duplicate the following effects, each once per day (but only for the purpose of brewing potions): bull's strength, cure light wounds, cure moderate wounds, cure serious wounds, delay poison, endurance, endure elements, greater magic fang, invisibility to animals, lesser restoration, magic fang, negative energy protection, neutralize poison, protection from elements, remove blindness/deafness, remove disease, remove paralysis, resist elements. Caster level 6th; save DC 12 + spell level. Sovereigns use the same tactics as circle leaders, except that they also usually have a few myconid-animated zombies, or servants, to order into combat. If they join combat at all, sovereigns tend to advance on the enemy behind a rank of servants or circle leaders or both.

Description

Potion Making (Su): Though it is not a spellcaster, a myconid sovereign can create various potions that mimic cleric and druid spells. It can duplicate the following effects, each once per day (but only for the purpose of brewing potions): bull's strength, cure light wounds, cure moderate wounds, cure serious wounds, delay poison, endurance, endure elements, greater magic fang, invisibility to animals, lesser restoration, magic fang, negative energy protection, neutralize poison, protection from elements, remove blindness/deafness, remove disease, remove paralysis, resist elements. Caster level 6th; save DC 12 + spell level. Sovereigns use the same tactics as circle leaders, except that they also usually have a few myconid-animated zombies, or servants, to order into combat. If they join combat at all, sovereigns tend to advance on the enemy behind a rank of servants or circle leaders or both.