13 (natural armor)
60 (8d8 + 24)
30 ft.
Perception +6
poison
poisoned
darkvision 120 ft.
Primordial
4
The fungah sheds dim green light in a 10-foot radius.
The fungah's innate spellcasting ability is Wisdom (spell save DC 14). The fungah can innately cast the following spells, requiring no components. • At will: minor illusion, pass without trace • 3/Day: calm emotions, entangle, silence • 1/Day: compulsion, confusion, counterspell, dispel magic, hallucinatory terrain
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 ejects dark spores at one creature it can see within 15 ft. of it. The target must succeed on a DC 14 Constitution saving throw or take 4 (1d8) poison damage and become poisoned. While poisoned in this way, the target takes 4 (1d8) 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. If a target's hit points are reduced to 0, they are fully infected by the dark spores and rise as an infected creature. Their alignment changes to neutral evil, they only speak Primordial, they have magic resistance, and they follow the directions of the Undervoid.