{"name":"Big Shroom","cr":"12","types":"Plant","size":"Large","languages":"Chemical communication with others of its own kin","alignment":"Unaligned","description":"","suggestedenvironment":"Underdark","ac":"15","hitpoints":"230 (20d10 + 120) [roll:20d10+120]","strength":"24","dexterity":"10","constitution":"22","intelligence":"3","wisdom":"12","charisma":"5","movement":"20","fly":"","hover":"","burrow":"","swim":"","climb":"","senses":" tremorsense 120ft., blindsense 30ft.","skills":"Athletics +11, Survival +5","savingthrows":"Strength +11, Constitution +10","damagevulnerabilities":"cold","damageresistances":"Fire, bludgeoning and slashing from nonmagical weapons, acid","damageimmunities":"Poison, piercing, ","conditionimmunities":"Charmed, frightened, stunned ","spellcasting":"","atwill":"","onceperday":"","twiceperday":"","thriceperday":"","specialabilities":"[b] Legendary Resistance[\/b] 2\/d If the shroom fails a saving throw, it can choose to succeed instead. \r\n\r\n[b]Poisonous Spores [\/b] If the shroom is hit with an attack it immediately releases poisonous spores in 10ft. radious. On a failed DC 18 Constitution saving throw anty creature in range suffers 33(6d10) [roll: 6d10] poison damage and is poisoned 1 minute.On a success, it  takes no damage and isn't poisoned. (If you feel this is too strong, make it a reaction dealing 10d8 [roll:10d8] dmg to a single person) \r\n\r\n[b] Camouflage [\/b] When still, the shroom is indistinguishable from other stationary shrooms unless a person succeeds on DC 20 Wisdom(Nature) check. \r\n\r\n[b] Muddy Earth [\/b] As a bonus action the shroom can use its underground hyphaye to turn nearby earth into sticky mud, making it difficult terrain in 120ft. radious. Any creature in the mud must make a DC 14 Dexterity saving throw at the beginning of each of its round or be grappled (escape DC 14). The shroom is immune to this effect. \r\n","actions":"[b]Slam[\/b] Meele Weapon Attack, +11 to hit [roll: d20+11], range: 10ft., one target. Hit: 69 (10d10 +14) [roll:10d10 +14] bludgeoning damage and the target must make a DC 18 Strength saving throw or be incapacitated for a round. ","reactions":"","legendaryactions":"The shroom can take 1 legendary action, choosing from options below. Only one legendary action option can be used at a time and only at the end of another's creature turn. The shroom regains legendary actions at the end of it's turn. \r\n\r\n[b] Deep Connection[\/b] : The shroom channels nutrients from the ground, regaining 22(4d10)[roll: 4d10] hit points.\r\n\r\n[b] Gas shroud [\/b] : The shroom releases black spores that act as dense fog, giving the shroom full concealment and obscuring vision in 90ft radious for the next round. ","lairdescription":"","lairactions":"","regionaleffects":"","image":"243689","tabledata":"","tags":"","isShared":"1","templateId":"21","blockId":"47003"}