b'Fungus, Siegeshroom \n'b'  Family:   Fungi  \n'b'  Huge   plant ,  neutral  \n'b'  Armor Class  13 (natural armor)  Hit Points  138 (12d12 + 60)  Speed  30 ft.\n'b' STATS STR: 23 (+6) DEX:  10 (+0)  CON:  21 (+5)  INT:  13 (+1)  WIS:  15 (+2)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +6,  Stealth  +4  Damage Resistances  bludgeoning, piercing  Damage Immunities  acid, poison  Condition Immunities   poisoned   Senses   darkvision  120 ft., passive  Perception  16  Languages  Mycene  Proficiency Bonus  +4  Challenge  9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  False Appearance . While the siegeshroom remains motionless, it is indistinguishable from a hill covered with mushrooms. \n'b'  Hive Mind . All  fungi  within 50 miles of are in constant communication. If one is aware of a particular danger, they all are. No fungus in a group is considered surprised unless all of them are. \n'b'  Siege Monster . The siegeshroom deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The siegeshroom makes two slam attacks. \n'b'  Slam .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 16 (3d6 + 6) bludgeoning damage. \n'b'  Rock .  Ranged Weapon Attack : +10 to hit, range 60/180 ft., one target.  Hit : 28 (4d10 + 6) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This fungal mass stalks along on long appendages roughly in the shape of arms and legs. An inner glow lights what passes for a face and several mushrooms protrude from its back. \n'b' The heavy hitters of the mycene army, siegeshrooms are called in to demolish fortifications and take on threats of comparable size. They are used sparingly as growing one takes considerable time, but when missions call for their involvement, they are brought in to assist.'