b'Mushroomies \n'b'  Medium   plant ,  neutral  \n'b'  Armor Class  14 (natural armor)  Hit Points  27 (6d8)  Speed  20 ft.\n'b' STATS STR: 16 (+3) DEX:  12 (+1)  CON:  10 (+0)  INT:  16 (+3)  WIS:  15 (+2)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Stealth  +3,  Survival  +4  Saving Throws :  Con  +4  Damage Immunities  poison  Condition Immunities   poisoned ,  Stunned ,  Unconscious   Senses   darkvision  120 ft., passive  Perception  12  Languages  telepathy 120 ft.  Challenge  2 (450 XP) \n'b' Special Qualities \n'b'   Naturally Stealthy . The mushroomie has advantage on stealth checks. \n'b'  Telepathic . All mushroomies within a 120 ft. range can communicate telepathically with any or all others. This communication is selective and works just like normal speech, but cannot be heard by non-mushroomies unless they so choose. This gives them a combat advantage due to tactics, so long as any two or more mushroomies are within 10 ft. of each other and both are awake, aware, and mobile, they each gain advantage on attacks. \n'b'  Actions \n'b'   Multiattack . The mushroomie makes 2 slam attacks. \n'b'  Slam .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 6 (1d6+3) bludgeoning damage. \n'b'  Spores (recharge 5-6) . The mushroomie emits a cloud of spores that fill a 30\xe2\x80\xb2 radius area. The mushroomie may choose which kind of spores to use from the following: \n'b'   Pacifism . All creatures in range must make a DC 15  Constitution  save or will drop weapons and sit upon the ground. This effect lasts so long as the creatures are within range of the spores, up to 1 minute. \n'b'  Hallucinogenic . All creatures in range must succeed at a DC 15  Constitution  save or be affected as per the  hypnotic pattern  spell, save that the mushroomie does not need to concentrate to maintain the effect. \n'b'   Fear  . All creatures in range must succeed at a DC 15  Constitution  save or be affected as per the  fear  spell, except that the mushroomie does not need to concentrate to maintain the effect. \n'b'   About \n'b'  Living mushrooms . Mushroomies are quite literally living mushrooms. They appear as man-like creatures who at a distance may resemble dwarves with broad-brimmed hats. Upon approaching more closely, however, one will see that they are vaguely anthropomorphic in shape, but are indeed mushrooms with a stock and cap, and with arms and legs allowing them to move about freely. \n'b'  Peaceful and solitary . Mushroomies are peaceful creatures who live in their own family communities of up to twelve individuals and can be found where normal mushrooms grow, usually in deep, dark and dank places. They do not care for contact with others, and just  wish  to be left to their own devices. They spend much of their lives in a trance-like state communing with one another. When encountered in a group, all mushroomies are of the same family line. \n'b' When not in a trance, they spend their nights working. As nocturnal creatures, they venture out in the dark to gather the nutrient-rich soil that they require for nourishment from the surrounding countryside. \n'b' They will travel as far as they need, but no further than will allow them to return home before daybreak. \n'b'  Combat last . Mushroomies, when pressed, will  attack  with their heavy fists, but for them, battle is a last resort. They much prefer to use their spores to incapacitate enemies temporarily, and then flee and  hide  until such enemies pass. They are not above simply moving their entire home if the threat becomes too persistent.'