Darkshroom

Large plant, chaotic evil

Armor Class

16 (natural armor)

Hit Points

37 (5d10 + 10)

Speed

20 ft.

Damage Resistances

cold

Condition Immunities

charmed, exhaustion, paralyzed, petrified, prone, stunned

Senses

darkvision 60 ft.

Languages

-

Challenge

3

False Appearance

While the darkshroom remains motionless, it is indistinguishable from a normal giant mushroom.

Swamp Camouflage

The darkshroom has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Actions

Multiattack

The darkshroom makes three fist attacks.

Fist

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Acidic Spores (Recharge 2-3)

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.