15 (natural armor)
82 (11d10 + 22)
25 ft.
Perception +7
poison
poisoned
darkvision 120 ft.
Primordial
10
The fungah king sheds dim yellow light in a 10-foot radius.
The fungah's innate spellcasting ability is Wisdom (spell save DC 15). The fungah can innately cast the following spells, requiring no components. • At will: comprehend languages, minor illusion, pass without trace • 3/Day: detect thoughts, entangle, polymorph, silence, suggestion • 1/Day: compulsion, confusion, dimension door, dispel magic
The fungah has advantage on saving throws against spells and other magical effects.
While in sunlight, the fungah disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The fungah makes two attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (3d6) poison damage.
The fungah ejects dark spores at one creature it can see within 30 ft. of it. The target must succeed on a DC 15 Constitution saving throw or take 13 (3d8) poison damage and become poisoned. While poisoned in this way, the target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.