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4e_Monster_Manual_2 - Free

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(Left to right) myconid guard, rotpriest, sovereign, and guardMYCONID GUARD TACTICSWhen a colony comes under attack, myconid guardscharge into combat. They use pacification spores toincapacitate enemies, and they attempt to subdueother enemies with spiny strike attacks.MYCONID LOREArcana DC 12: Myconids are plant creaturestouched by the madness of the fomorians. Althoughnot necessarily evil, myconids strive to expand theirterritory and numbers, which pits them againstother creatures competing for the same resources.Myconids like dark places and often prefer theUnderdark and the Shadowdark to their home plane.Because of the inherent resilience of a colony ofmyconids, other races cultivate them for cheap laboror enslave them. Drow, fomorians, and shadar-kaicommand myconids in great numbers.Arcana DC 17: Vast mushroom forests sprawlover tracts of the Feywild and areas of the Underdarkand the Shadowdark, providing myconids with idealconditions under which to thrive and to multiply.Other fungal creatures represent a full range of predatorsof and prey for myconids.Arcana DC 19: Myconids communicate witheach other by releasing spores. These spores conveyraw emotions such as fear, satisfaction, and desire. Acolony's sovereign is the only myconid that can communicatewith other types of creatures, which it doesby using its telepathy.ENCOUNTER GROUPSShadowfell- and Underdark-dwelling civilizationsco-opt myconid colonies. Myconids can thrive in awide range of places, including forest glades, deepdungeons, and the strange landscapes of the Feywild.Level 3 Encounter (XP 850)• 1 deathjump spider (level 4 skirmisher)• 2 myconid guards (level 4 soldier)• 1 myconid rotpriest (level 3 brute)• 1 myconid sovereign (level 4 controller)Level 4 Encounter (XP 875)4 2 arbalesters (level 4 artillery)• 1 green slime (level 4 lurker)• 2 myconid guards (level 4 soldier)Level 5 Encounter (XP 1,100)4 1 geonid (level 6 lurker)4- 2 myconid rotpriests (level 4 brute)4 2 rust monsters (level 6 skirmisher)

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