11 (natural armor)
4 (1d4 + 2)
25 ft., climb 25 ft.
Medicine +3, Nature +3
necrotic
darkvision 120 ft.
1/8
+2
The hyphan can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
While in sunlight, the hyphan has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
As an action, a creature can eat this mushroom, regaining 2d4 + 2 hit points and gaining advantage on all Constitution saving throws for 1 minute.
As an action, a creature can throw this volatile mushroom at a point it can see within 60 feet of it, where it explodes in a 10-foot-radius sphere of flames. Each creature in the area must make a Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.
The hyphan has immunity to necrotic damage. In addition, while the hyphan is summoned, its tamer has darkvision out to a range of 60 feet. If its tamer already has darkvision, the range is increased by 30 feet.
One creature within 15 feet of the hyphan must succeed on a DC 12 Constitution saving throw or take 6 (1d12) poison damage.
One creature within 30 feet of the hyphan must succeed on a DC 12 Charisma saving throw or have its emotions calmed for the next minute. A willing creature can choose to fail this saving throw. The hyphan can choose to suppress any effect causing the target to be charmed or frightened. When this effect ends, any suppressed effect resumes, provided that its duration hasn't expired in the meantime. Alternatively, the hyphan can make the target indifferent about creatures of its choice that the target is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the effect ends, the creature becomes hostile again, unless the GM rules otherwise.
As a bonus action, the hyphan takes the Help action. The hyphan gains this improvement when it becomes a companion; it doesn't cost an improvement.
As an action, the hyphan can drain one Small or larger corpse within its reach, regaining hit points equal to twice its tamer's level. Once the hyphan has used this action, it can't do so again until its tamer finishes a long rest. A corpse can be drained by this or similar abilities only once.
As an action, the hyphan can cause two 10-foot squares of dirt, rock, or wood it can see within 60 feet of it to sprout tiny puffball mushrooms, which last for 1 hour or until the hyphan dismisses them as an action. The squares must be contiguous with one another. When a creature enters the area, the 10-foot square of puffballs explodes, disappearing into a cloud of spores. Each non-hyphan creature in the area or within 5 feet of the area must make a Constitution saving throw, taking 13 (2d12) necrotic damage on a failed save, or half as much damage on a successful one.
Over the course of a minute, the hyphan can grow a random assortment of mushrooms on its body. Each time it does this, roll a d4 twice and consult the options below to determine which two mushrooms grow. 1-Bloomshroom. As an action, a creature can eat this mushroom, regaining 2d4 + 2 hit points and gaining advantage on all Constitution saving throws for 1 minute. 2-Boomshroom. As an action, a creature can throw this volatile mushroom at a point it can see within 60 feet of it, where it explodes in a 10-foot-radius sphere of flames. Each creature in the area must make a Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. 3-Doomshroom. As an action, a creature can throw this dusky mushroom at a point it can see within 60 feet of it, where it explodes in a 10-foot-radius sphere of purple spores. Each creature in the area must succeed on a Constitution saving throw or become afflicted by the bane spell for 1 minute (concentration not required). An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 4-Gloomshroom. As an action, a creature can eat this mushroom. For the next hour, it gains darkvision out to a range of 60 feet. If it already has darkvision, the range of this vision is increased by 30 feet. The mushrooms last until the hyphan's tamer next finishes a long rest, but lose all magical effects 10 minutes after they are plucked. You can pluck a mushroom as part of the action to use it. After the hyphan uses this trait, it can't do so again until its tamer finishes a long rest.
When the hyphan takes the Disengage action, it can take the Help action up to three times on that turn as part of the same action. After it uses this action, it can't do so again until its tamer finishes a short or long rest.
As an action, the hyphan can dissolve into mycelia, ending the grappled and restrained conditions on it and reappearing in an unoccupied space on the ground it can see within 30 feet of it.