b'Shroom \n'b'  Small   plant (fungus) ,  chaotic evil  \n'b'  Armor Class  12  Hit Points  49 (11d6 + 11)  Speed  25 ft.\n'b' STATS STR: 9 (-1) DEX:  10 (+0)  CON:  12 (+1)  INT:  19 (+4)  WIS:  16 (+3)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Arcana  +6,  Nature  +6,  Medicine  +5,  Perception  +5,  Persuasion  +4  Damage Resistances  bludgeoning, piercing, and slashing damage from nonmagical attacks  Damage Immunities  psychic  Condition Immunities   charmed ,  frightened ,  stunned ,  unconscious   Senses   darkvision  60 ft., passive  Perception  15  Languages  Common, Deep Speech, Sylvan, Undercommon  Challenge  4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Animate Plants (1/day) . The shroom can use its action to magically animate plants within 50 feet of itself. The effect is identical to the  animate objects  spells, but only live plants can be animated. The effect lasts for 24 hours. \n'b'  Awaken Plants (2/month) . The shroom can magically awaken one plant it touches. The effect is identical to the  awaken  spell, but affects only live plants. \n'b'  Spellcasting . The shroom is a 5th-level spellcaster. Its spellcasting ability is  Intelligence  (spell save DC 14, +6 to hit with spell attacks). It has the following  bard  spells prepared:\n'b'\n'b'\n'b'  Cantrips (at will) :  acid splash ,  mage hand , poison spray,  ray of frost  \n'b'  1st level (4 slots) :  charm person ,  detect magic ,  magic missile ,  sleep  \n'b'  2nd level (3 slots) :  invisibility ,  web  \n'b'  3rd level (2 slots) :  blink ,  lightning bolt  \n'b'\n'b'  Toxic Flesh . Any creature that tastes the flesh of a shroom must make a DC 13  Constitution  saving throw or be overwhelmed by the deliciousness of the shroom, proceeding to gorge on the shroom flesh until it cannot keep any more down or until someone stops them. An hour after consuming even the smallest morsel of shroom flesh, the eater\xe2\x80\x99s  Intelligence  and  Charisma  scores become 1. The creature can\xe2\x80\x99t cast spells, activate magic items, understand language, or communicate in any intelligible way (as if affected by  feeblemind ). The creature can, however, identify its friends, follow them, and even protect them. A successful saving throw indicates the eater is unaffected by the toxins in the shroom\xe2\x80\x99s flesh. At the end of every 30 days, the creature can repeat its saving throw against these effects. If it succeeds on its saving throw, the effects end. The effects can also be ended by  greater restoration ,  heal , or  wish . \n'b'\n'b' ACTIONS \n'b'\n'b'  Slam .  Melee Weapon Attack : +2 to hit, reach 5 ft., one target.  Hit : 3 (1d6 \xe2\x80\x93 1) bludgeoning damage. \n'b'  Psychic Thrashing .  Ranged Spell Attack : +6 to hit, range 100 ft., one target.  Hit : 15 (2d10 + 4) psychic damage, and the target must succeed on a DC 14  Intelligence  saving throw or be  stunned  until the end of its next turn. \n'b'\n'b' ABOUT \n'b' Shrooms are evil toadstool creatures with genius intellects and considerable magical power. They lurk in the deep places of the earth and in dank forests, plotting ruin against surface dwellers and scheming to gain power for themselves by any means possible. They are highly adept with magic that influences plants, and most of them are knowledgeable in various forms of arcane study of other kinds, such as alchemy. Many, too, surround themselves with strange minions that they have created, grown, or bred.'