16 (natural armor)
37 (5d10 + 10)
20 ft.
cold
charmed, exhaustion, paralyzed, petrified, prone, stunned
darkvision 60 ft.
-
3
While the darkshroom remains motionless, it is indistinguishable from a normal giant mushroom.
The darkshroom has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
The darkshroom makes three fist attacks.
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
A 30-foot-radius cloud of toxic spores extends out from the darkshroom. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or take 14 (4d6) acid damage.