Myconids
D&D reference
Myconids are mushroom-like, sentient vegetative entities that communicate via telepathic spores. A sports circle can provide shared sharing of emotions and memories. In a D&D adventure, it's appropriate to use them as neutral archivists, healers, underworld emissaries, or victims of a contagious spore threat.
Canonical record
The city of Myconid is less a network of buildings than a network of collective memory. The sports garden functions simultaneously as an embassy, archive and living body.
Myconids are not entities without individuality. When they participate in the shared dream, they share the moment; Individuals who leave the network maintain their own sense of self but may experience deep loneliness. Black Harvest is the controversial circle infected with recession.
Myconid Memory Speaker
Medium-sized plant, usually neutral disposition
Defense 13 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 6 m.
Saves Know +5, Intelligence +5
Skills Insight +7, Medicine +5, History +5
Status Immunities blind, deaf
Senses blindsight 18 m., passive Perception 13
Languages telepathy sports 18 m.
Threat 3 · Experience Award 700 • Proficiency Bonus +2
Features
Sun Sickness. Takes 5 radiant damage at the end of each turn in direct sunlight.
Shared Memory. Benefits from the knowledge abilities of friendly Myconids within 18 meters; has an advantage in these skills.
Actions
Spore Wand. Melee Weapon Attack: +3 to hit, range 1.5 m., one target. Hit: 8 (2d6 + 1) crushing damage.
Harmony Sports (Recharge 5–6). Creatures within 20 feet make a GM 13 Fortitude save. Those who fail participate in telepathic partnership for 1 hour. The reluctant target is charmed for one minute and repeats the save at the end of each turn.
Healing Sports (1/Day). Plants or humanoids within 20 feet gain 13 (3d8) hit points.