Before I get into material from Volo’s Guide to Monsters, I promised I’d look at myconids: vaguely humanoid fungus creatures, categorized by the Monster Manual as “plants” in defiance of our current understanding of fungi as less closely related to plants than to animals. Granted, we shouldn’t be surprised when anything in Dungeons and Dragons defies science—but if, as a dungeon master, you feel like honoring science and being perversely difficult toward your players, you might choose to reclassify them as beasts, monstrosities or even aberrations. The last category might fit best, as they’re intelligent, but they’re certainly not a humanoid intelligence, or even an animal intelligence.
As subterranean creatures, all myconids share 120 feet of darkvision, plus the features Sun Sickness, Distress Spores and Rapport Spores. Sun Sickness penalizes myconids for venturing aboveground during the day: it gives them disadvantage on all ability checks, attack rolls and saving throws while in sunlight, and if they spend more than an hour out in it, it kills them. (They dry up or something, I guess.) Distress Spores gives them a form of telepathic communication with other myconids, informing them when they’re injured. Rapport Spores are interesting: they give all living creatures exposed to them the ability to share thoughts over a limited distance. Which is useful, because otherwise, myconids have no form of verbal communication.
Myconids are lawful neutral, not evil. Although not automatically friendly, they’re not automatically hostile, either; their default disposition is indifferent. But they are lawful, which means that being a troublemaker in their vicinity may provoke a hostile response from them. The more chaos-muppety your player characters are, the less likely myconids are to appreciate their presence. (more…)