13 (natural armor)
16 (3d8 + 3)
30 ft.
Perception +3
poison
poisoned
darkvision 60 ft.
Primordial, Undercommon
1
The spore farmer has advantage on saving throws against spells and other magical effects.
The spore farmer can teleport up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the destination space must be in dim light or darkness.
While in sunlight, the spore farmer has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
The spore farmer carries dark spores in sacks on its belt and can scatter them. Any creature within 5 feet must succeed on a DC 12 Constitution saving throw or take 3 (1d6) poison damage.