Myconids: Wrath of the Mushrooms

Lore: Sharing a Drug Trip Dream

Residing in the Underdark, myconids are peaceful seekers of enlightenment. They gladly share shelter or allow safe passage through their colonies to travelers, seeking only knowledge in return. Their tribes, called circles, are led by the largest among them, the sovereign; they work together, live together, and meld together.

Melding is a unique form of communal meditation myconids occasionally use to, quote, ‘transcend their dull subterranean existence.’ The spores produced from their bodies link the circle together, blending their consciousnesses together into one. While melded, the circle shares a dream, which they use as a form of social interaction and entertainment. This is what the myconids consider to be their purpose in existing, using melding to pursue their ‘enlightenment.’

So… they’re mushrooms… that do magic mushrooms together… My god, they’re literally just stoners hanging out in a basement!

This lore is… okay. It could make for a fun friendly encounter during an Underdark campaign. Maybe the party is hurt and tired after a previous battle and take residence within a myconid circle. Or you could have them get involved in a melding and get really weird for a session. Perhaps a more deadly enemy threatens the myconids and the party needs to defend them.

Or betray them, as D&D players are wont to do.

Design: Shroom Men

I will not make the obvious Guardians of the Galaxy joke. Nope. I’m not going to do it. You can’t make me!

These guys are so cool that they get a full page dedicated entirely to their artwork.

These are some truly fantastic character designs. They’re just so damn weird and creative! The artists at Wizards of the Coast took the concept of mushroom people and stretched it to its most bizarre and it looks amazing!

My only real gripe with it is an incredibly small one. That being that they look oddly hostile for a species of pacifist stoners. Yes, they are monsters in the Monster Manual; they kinda need to look somewhat menacing. I wish they were depicted as more friendly, as is described in the lore. But it’s a small, personal nitpick.

Overall, this is still a really strong design. It’s one-of-a-kind and it just looks amazing! It’s definitely the strongest aspect of this entry.

Because the stats sure aren’t doing much for me.

Stats: Do you like… SPORES?!

Of course there are four of them. My job might be easy if there were any less.

The first and weakest of these is the Myconid Sprout. This little guy sports a near-single digit AC and HP so low a bare-handed wizard could kill it in one hit. Its only melee attack has a negative modifier, though the extra poison damage does slightly make up for that.

It makes up for that by having a few different Spore-related abilities. Distress Spores sends out a distress signal to other myconids whenever it takes damage. Rapport Spores can be used thrice a day, and grants anything within a ten-foot radius the ability to communicate telepathically with others under the same effect.

Provided they have an intelligence higher than 2.

It also has the Sun Sickness ability. Whenever it is in direct sunlight, it has disadvantage on every roll it could make. If it spends an hour in sunlight, it dies. Just in case you had doubts as to how pathetic this monster is.

Next is the Quaggoth Spore Servant. And… there’s nothing really to talk about. It has a claw attack. That’s it. The only reason its stronger than the sprout is that it has a much higher AC and HP total.

After that is the Myconid Adult. It has all the abilities of the sprout, only its stronger. It also has an extra ability: Pacifying Spores. With this, it can stun a target, should they fail a save. It can use this up to three times.

Finally, we have the Myconid Sovereign. It has all of the abilities of the adult, with more than a few others. With Animating Spores, it can turn corpses into spore servants to aide it in battle (though it needs 24 hours for the servant to come to life, and it only stays alive for a certain number of weeks). With Hallucination Spores, it can poison a target, provided they fail a saving throw.

Even with all of that, none of these guys make for a particularly interesting fight. If anything, they make for an annoying one. If they’re not just being a regular slugfest, then they’re bombarding the party with frustrating saving throws and status effects. It requires patience to beat these, not strategy. Which is really lame.

Placement

I have conflicting feelings on this monster. The lore is okay, but enjoyable and can make for some fun encounters. The design is fantastic. But the stats make for an annoying and frustrating battle, not a fun and memorable one. I’m honestly not sure where I want to place this one.

But we’re about to find out.

With all that in mind, let’s put the Myconids on the Best of the Bestiary!

  1. Beholder
  2. Death Tyrant
  3. Mind Flayer
  4. Dragon Turtle
  5. Mummy/Mummy Lord
  6. Green Dragons
  7. Red Dragons
  8. Blue Dragons
  9. Black Dragons
  10. White Dragons
  11. Silver Dragons
  12. Couatl
  13. Behir
  14. Aboleth
  15. Sea Hag
  16. Lamia
  17. Bronze Dragons
  18. Brass Dragons
  19. Copper Dragons
  20. Gold Dragons
  21. Chuul
  22. Kuo-Toa
  23. Gibbering Mouther
  24. Kraken
  25. Intellect Devourer
  26. Chimera
  27. Death Knight
  28. Fomorian
  29. Bone Devil
  30. Dracolich
  31. Faerie Dragon
  32. Lich
  33. Magmin
  34. Kobold
  35. Kenku
  36. Hobgoblins
  37. Night Hag
  38. Green Hag
  39. Ankheg
  40. Hook Horror
  41. Storm Giant
  42. Hill Giant
  43. Empyrean
  44. Efreeti
  45. Grimlock
  46. Minotaur
  47. Dao
  48. Cloud Giant
  49. Manticore
  50. Drow (all four of ’em)
  51. Shadow Demon
  52. Modrons (all five of ’em)
  53. Marilith
  54. Drider
  55. Aarackockra
  56. Azer
  57. Demilich
  58. Spectator
  59. Hydra
  60. Marid
  61. Harpy
  62. Werejackal
  63. Half-Dragon
  64. Cambion
  65. Fire Giant
  66. Animated Armor
  67. Banshee
  68. Basilisk
  69. Yochlol
  70. Bulette
  71. Cloaker
  72. Darkmantle
  73. Doppelganger
  74. Ghoul and Ghast
  75. Ettin
  76. Medusa
  77. Pit Fiend
  78. Erinyes
  79. Chain Devil
  80. Bearded Devil
  81. Barbed Devil
  82. Spined Devil
  83. Ice Devil
  84. Mimic
  85. Djinni
  86. Merrow
  87. Nalfeshnee
  88. Glabrezu
  89. Chasme
  90. Grell
  91. Barlgura
  92. Horned Devil
  93. Balor
  94. Shadow Dragon
  95. Myconids (all four of ’em) <—————–
  96. Werebear
  97. Lizardfolk
  98. Vrock
  99. Dretch
  100. Gnolls (all three)
  101. Goristro
  102. Hezrou
  103. Manes
  104. Frost Giant
  105. Weretiger
  106. Werewolf
  107. Duergar
  108. Quasit
  109. Dryad
  110. Flumph
  111. Goblin
  112. Wereboar
  113. Wererat
  114. Githyanki
  115. Planetar
  116. Imp
  117. Clay Golem
  118. Flameskull
  119. Displacer Beast
  120. Carrion Crawler
  121. Githzerai
  122. Grick
  123. Invisible Stalker
  124. Rug of Smothering
  125. Bugbear Chief
  126. Bugbear
  127. Flesh Golem
  128. Vine Blight
  129. Twig Blight
  130. Needle Blight
  131. Mephits (all six of ’em)
  132. Bullywug
  133. Hellhound
  134. Ettercap
  135. Gas Spore
  136. Cockatrice
  137. Lemure
  138. Homonculus
  139. Merfolk
  140. Solar
  141. Deva
  142. Gorgon
  143. Hippogriff
  144. Griffon
  145. Cyclops
  146. Centaur
  147. Ghost
  148. Fire Elemental
  149. Water Elemental
  150. Air Elemental
  151. Stone Giant
  152. Deep Gnome
  153. Dinosaurs (All six of them)
  154. Iron Golem
  155. Stone Golem
  156. Earth Elemental
  157. Galeb Duhr
  158. Helmed Horror
  159. Flying Sword
  160. Crawling Claw
  161. Violet Fungus
  162. Shrieker
  163. Gargoyle
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