This creature is about the size and stature of a gnome, but for the enormous mushroom cap atop a cylindrical head. Two dark, piercing eyes drill into you from beneath flaring eyebrows on an otherwise featureless face.


XP 1,100 ()

CE Small ()

Initiative +0


AC 12 (natural armor)

hp: 49 (11d6 + 11)

Saving Throws: Int +7, Cha +5

Resistance: Bludgeoning, piercing, and slashing damage from nonmagical weapons

Immunity: Psychic damage; charm, fright, stun, unconsciousness


Speed: 25 ft.

Melee Attack—Slam: +2 to hit (reach 5 ft.; one creature). Hit: 1d6 bludgeoning damage.

Ranged Attack—Psychic Thrashing: +6 to hit (range 100 ft.; one creature). Hit: 2d10 + 4 psychic damage and the target must make a successful DC 14 Int saving throw or be stunned until the end of its next turn.


Str 9 (–1), Dex 10 (+0), Con 12 (+1),

Int 19 (+4), Wis 16 (+3), Cha 15 (+2)

Languages: Common, Deep Speech, Sylvan, Undercommon

Skills: Arcana +6, Nature +6, Medicine +5, Perception +5, Persuasion +4

Senses: Darkvision 60 ft.


Animate plants (1/day): As an action, a shroom can magically animate plants within 50 feet of itself. The effect is identical to the animate objects spell, but only live plants can be animated and the duration is 24 hours.

Awaken plants (1/month): A shroom can magically awaken one plant it touches. The effect is identical to the awaken spell, but only live plants can be awakened.

Spellcasting: The shroom is an arcane and divine spellcaster that uses Intelligence as its spellcasting ability (DC 14, attack +6). It doesn’t need material components to cast spells. The spells listed below are suggestions; individual shrooms can have different spell selections.

Cantrips (at will): druidcraft, poison spray, thorn whip

1st level (x4): charm, detect magic, entangle, sleep, thunderwave

2nd level (x3): barkskin, enlarge/reduce, pass without trace, spike growth

3rd level (x2): plant growth, speak with plants, stinking cloud

Toxic Flesh: Any creature that tastes the flesh of a shroom must make a DC 13 Con saving throw. If the save succeeds, the creature detects the poison and spits out the morsel before any damage is done. If the save fails, the character is overwhelmed by the deliciousness of the shroom and immediately downs a mouthful, then continues eating in a normal manner until full or until someone stops him or her. An hour after consuming even one bite of shroom flesh, the eater is affected as if by a feeblemind spell. The effect of the toxin can actually turn out to be beneficial in the long run; there is a 5 percent chance that a character who recovers or is restored to sanity after being feebleminded by shroom flesh permanently gains 1 point of Intelligence from the experience. A character can gain this benefit only once.


At “20” in the initiative countdown, a shroom defending its lair can take one of the following actions.

Entangle: The shroom selects a 20-foot-by–20-foot area of ground, and entangling roots and vines erupt from it, turning it into difficult terrain. Every creature in the area when the effect is triggered must make a successful DC 15 Str saving throw or be restrained until it uses an action on its turn to make a successful DC 15 Str saving throw. The plants wither and die after five minutes.

Plant Stride: The shroom can step into a Medium or larger plant it is adjacent to and emerge immediately from another Medium or larger plant within 50 feet of the first plant.


Environment: , temperate and warm

Organization: Solitary (but usually accompanied by 2–7 animated plants or charmed, feebleminded adventurers)

Shrooms are evil toadstool creatures with genius intellects and considerable magical power. They lurk in the deep places of the earth and in dank , plotting ruin against surface dwellers and scheming to gain power for themselves by any means possible. They are highly adept with magic that influences plants, and most of them are knowledgeable in various forms of arcane study of other kinds, such as alchemy. Many, too, will surround themselves with strange minions that they have created, grown, or bred.

Shrooms are highly individual and their schemes are wide-ranging, but always sinister. They can be gracious hosts, but they always want something in return for their hospitality. They are master manipulators; many adventurers have “stumbled upon” the lair of a shroom and been treated to an evening (or several days) of fine dining, engaging conversation, and whimsical entertainment, only to discover later that the shroom pre-arranged all of it—right down to their traveling through that area to begin with—because it wanted to enlist their unwitting aid in one of its intricate plots.

The flesh of a shroom is delectable but deadly. Shrooms have been known to slice off portions of their own bodies (painful, but it grows back) and feed these morsels to unsuspecting diners, then charm the feebleminded victims into acting as their bodyguards.

Although one might expect to find an affinity between shrooms and myconids, they are not natural allies. Shrooms have little patience for or understanding of the myconids’ spirituality and introspection. If myconids could be hammered into a conquering army, the situation might be different.