Monster Manual: page 232
Myconid Adult
Medium plant, lawful neutral
Armor Class: 12 (Natural Armor)
Hit Points: 22hp 4d8+4
Speed:
20 ft
, fly: 0 ft
, burrow: 0 ft
, swim: 0 ft
, climb: 0 ft
Damage Vulnerabilities: Sunlight
Senses: Darkvision 120ft.. passive perception 11
Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.
Sun Sickness. While in sunlight, the myconid has disadvantage on ability chesks, attack rolls and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.
Languages: Spore
by Yikghigi by Midjourney
3/day: Pacifying Spores: The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 11 Consitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Actions
Fist. +2, 4ft, 5 2d4 bludgeoning damage plus 5 2d4 poison damage.
Rapport Spores. A 20ft radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that arent undead, constructs or elemental. Affected creatures can communicate telepathically with one another while they are within 30ft of each other. This effect lasts for 1 hour.
Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies.