b'Shroomog \n'b'  Family:   Fungofauna  \n'b'  Large   plant  (fungofauna),  chaotic good  \n'b'  Armor Class  18 (natural armor)  Hit Points  73 (7d10 + 35)  Speed  40 ft.\n'b' STATS STR: 18 (+4) DEX:  9 (-1)  CON:  21 (+5)  INT:  16 (+3)  WIS:  15 (+2)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +1,  Con  +7  Skills   Intimidation  +3,  Perception  +4,  Stealth  +1  Damage Resistances  necrotic; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison  Condition Immunities   poisoned   Senses  passive  Perception  14  Languages  understands Common but can\xe2\x80\x99t speak, can communicate with plant creatures  Challenge  2 (450 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Fungal Fur . The shroomog\xe2\x80\x99s fur provides full  cover  to any Tiny creature that use its action to  hide  in it. Tiny creatures are  blinded  and  restrained  while hiding in the shroomog\xe2\x80\x99s fur and can use another action to climb out of it. The shroomog\xe2\x80\x99s fur can hold up to 20 Tiny creatures at a time. \n'b'  Keen Hearing and Smell . The shroomog has advantage on  Wisdom  ( Perception ) checks that rely on hearing or smell. \n'b'  Poison Sense . The shroomog can detect whether a substance is poisonous by smell, taste, or touch. \n'b'  Shroompy Sense . The shroomog can pinpoint the location of shroompies within 300 feet of it and know if they are in distress. \n'b'  Shroomog Stamina . If damage reduces the shroomog to  0 hit points , it must make a  Constitution  saving throw with a DC of 5 + the damage taken. On a success, the shroomog drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b'  Bite .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 13 (2d8 + 4) piercing damage, and the target must make a DC 15  Constitution  saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'  Slumber Spores (Recharge 5-6) . The shroomog ejects spores from its cap at one creature it can see within 30 feet of it. The target must succeed on a DC 15  Constitution  saving throw or be  poisoned  for 1 minute. Until this poison ends, the target is  unconscious . The target wakes up if it takes damage or if another creature takes an action to shake it awake. \n'b'\n'b' REACTIONS \n'b'\n'b'  Protective Instinct . When a creature the shroomog can see hits a target within 5 feet of it with an  attack , the shroomog can use its  reaction  to shield the ally from harm, becoming the target of the  attack  instead. \n'b'\n'b' ABOUT \n'b' Exceptionally tough and loyal, a shroomog\xe2\x80\x99s stamina is only matched by its urge to protect its friends and the shroompies under its care. \n'b' A typical shroomog usually carries several developing shroompies on its back, which look like mushroom caps peeking out of the shroomog\xe2\x80\x99s orange fur. When faced with danger, a shroomog won\xe2\x80\x99t hesitate to use its slumber spores on any aggressor. \n'b'  Greater Steed . At the gamemaster\xe2\x80\x99s discretion, a player character who can obtain a greater steed through magic may choose the form of a shroomog for their greater steed.'