b'Duskwilt \n'b'  Small   plant ,  lawful neutral  \n'b'  Armor Class  15 (natural armor)  Hit Points  97 (15d6 + 45)  Speed  30 ft.\n'b' STATS STR: 12 (+1) DEX:  18 (+4)  CON:  16 (+3)  INT:  10 (+0)  WIS:  13 (+1)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +3,  Stealth  +6  Damage Vulnerabilities  radiant  Damage Resistances  necrotic, poison  Condition Immunities   poisoned   Senses   darkvision  120 ft., passive  Perception  13  Languages  understands Common and Undercommon but can\xe2\x80\x99t speak, telepathy 120 ft. (with other  fungi  only)  Challenge  4 (1,100 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Light Absorption . Light within 60 feet of the duskwilt is reduced. Bright light in the area becomes dim light and dim light in the area becomes  darkness . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The duskwilt makes three Slam or Nether Bolt attacks. \n'b'  Slam .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 6 (1d4 + 4) bludgeoning damage plus 3 (1d6) necrotic damage. \n'b'  Nether Bolt .  Ranged Spell Attack : +4 to hit, range 60 ft., one target.  Hit : 9 (2d6 + 2) necrotic damage. \n'b'  Necrotizing Spores (3/Day) . Each creature within 15 feet of the duskwilt and that isn\xe2\x80\x99t a Construct or Undead must make a DC 14  Constitution  saving throw. On a failure, a creature takes 15 (6d4) poison damage and is  poisoned  for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t  poisoned . The  poisoned  creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. In addition, each Undead within 15 feet of the duskwilt gains 7 (2d6)  temporary hp . \n'b'\n'b' ABOUT \n'b' This dark blue, walking mushroom is covered in purple and green protrusions and darkens the area with its very presence. \n'b' This ambulatory fungus is a relative of myconids and often found in their colonies. The presence of duskwilts is considered a favorable thing, as their ability to absorb light gives myconids a tactical advantage against surface dwellers. \n'b'  Defensive Fungi . As part of a myconid colony, the duskwilt provides a first line of defense. They are sent in against creatures with light sources to impede their vision and progress, moving close enough to absorb light attack intruders at range. If intruders persist and close with the duskwilts, they release their spores and fight hand to hand until reinforcements arrive. \n'b'  Companions to Ghouls . Like the deathcap myconids, duskwilts sometimes ally with ghouls and the darakhul. A duskwilt may be assigned to a particular troop or patrol, bolstering the ghouls with their spores.'