b'Weird, Fungus \n'b'  Large   plant ,  unaligned  \n'b'  Armor Class  15 (natural armor)  Hit Points  60 (8d10 + 16)  Speed  30 ft.\n'b' STATS STR: 17 (+3) DEX:  17 (+3)  CON:  14 (+2)  INT:  10 (+0)  WIS:  12 (+1)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +5,  Stealth  +5  Damage Resistances  acid; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison  Condition Immunities   exhaustion ,  grappled ,  paralyzed ,  poisoned ,  restrained ,  prone ,  unconscious   Senses   darkvision  60 ft., passive  Perception  15  Languages  \xe2\x80\x93  Challenge  3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Ambusher . In the first round of combat, the fungus weird has advantage on  attack  rolls against any creature it has surprised. \n'b'  Camouflage . The fungus weird has advantage on  Dexterity  ( Stealth ) checks it makes while in its pool. \n'b'  Fungus Bound . A fungus weird\xe2\x80\x99s \xe2\x80\x9cpool\xe2\x80\x9d is not a pool at all, but an entanglement of leaves, branches, mosses,  fungi , and plants. The fungus weird dies if it leaves this area or if the area is destroyed. A creature that enters the fungus weird\xe2\x80\x99s pool must succeed on a DC 13  Strength  saving throw or be  restrained  by the entangling plants. A creature  restrained  by the plants can use its action to make a DC 13  Strength  check, freeing itself on a success. \n'b'  Rejuvenation . A destroyed fungus weird reforms in 24 hours if its pool is still intact, regaining all its  hit points  and becoming active again. \n'b'  Surprise Attack . If the fungus weird surprises a creature and hits it with an  attack  during the first round of combat, the target takes an extra 14 (4d6) damage from the  attack . \n'b'\n'b' ACTIONS \n'b'\n'b'  Bite .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 16 (3d8 + 3) piercing damage, and the target is  grappled  (escape DC 13). Until this grapple ends, the target is  restrained , and the fungus weird can\xe2\x80\x99t grapple another target. \n'b'  Sleep Spores . The fungus weird ejects spores at one creature it can see within five feet of it. The target must succeed on a DC 13  Constitution  saving throw or be  poisoned  for one minute. The  poisoned  creature is  incapacitated  as it slumbers. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' Fungus weirds are masses of fungi, mosses, and plants from other planes. They have a degree of sentience and can be communicated with, though their thought process, wants, and needs are truly alien. At rest, the fungus weird looks like a pile of brambles, downed limbs, fungi, and mosses. When roused, it can extend a 10-foot-long serpentine body or stalk and attack with surprising speed. Their spores can induce sleep, leaving a victim to lie in slumber while the weird decides if it is going to eat it or not.'