14 (natural armor)
52 (7d10 + 14)
25 ft.
Perception +5
poison
blinded, charmed, frightened, poisoned
blindsight 60 ft.
Primordial, Undercommon
4
The gloom shroom casts a dark shadow in a 20-foot radius on the ground around it. Any creature in this area must make a DC 12 Wisdom saving throw or make all saving throws at disadvantage for 1 minute.
While in sunlight, the shroom disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The gloom shroom makes two attacks: one with its bite and one with its claws.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 1) slashing damage.
The gloom shroom emits spores of weariness in a 30-foot cone. Each creature in that area must make a DC 12 Constitution saving throw. On a failed save, a creature takes 13 (3d8) psychic damage and suffers 1 level of exhaustion.