b'Fungus, Muckmaw (Noble) \n'b'  Family:   Fungi  \n'b'  Medium   plant  (fungus),  neutral  \n'b'  Armor Class  16 (natural armor)  Hit Points  84 (13d8 + 26)  Speed  30 ft.\n'b' STATS STR: 12 (+1) DEX:  16 (+3)  CON:  14 (+2)  INT:  14 (+2)  WIS:  16 (+3)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Arcana  +5,  Insight  +6,  Nature  +5,  Perception  +6,  Persuasion  +5,  Stealth  +4,  Survival  +6  Damage Resistances  bludgeoning, piercing  Damage Immunities  acid, poison  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  16  Languages  Mycene  Proficiency Bonus  +3  Challenge  7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\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'  Swamp Camouflage . The mycene has advantage on  Dexterity  ( Stealth ) checks made to  hide  in swampy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The mycene noble makes two  melee attacks . \n'b'  Scepter .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 8 (2d4 + 3) bludgeoning damage plus 5 (2d4) poison damage. \n'b'  Fungus Stride . Once on its turn, the mycene noble can use 10 feet of its movement to step magically into one living mushroom or fungus patch within 5 feet and emerge from another within 60 feet of the first one, appearing in an unoccupied space within 5 feet of the second mushroom or fungus patch. The mushrooms and patches must be large or bigger. Mind Control Spores (Recharge 5\xe2\x80\x936). The mycene noble releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and Beasts in the cloud when it appears, or that enter it later, must make a DC 14  Wisdom  saving throw. On a successful save, a creature can\xe2\x80\x99t be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of the mycene noble for 24 hours. While infected in this way, the creature is  charmed  by her and can\xe2\x80\x99t be reinfected by these spores. \n'b'  Leadership (Recharge after a Short or Long Rest) . For 1 minute, the mycene noble can utter a special command or warning when-ever a nonhostile creature that it can see within 30 feet of it makes an  attack  roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the mycene noble. A creature can benefit from only one Leadership die at a time. This effect ends if the mycene noble is  incapacitated . \n'b'\n'b' ABOUT \n'b' This fungal humanoid has a toadstool-like head. The original inhabitants of the most fetid part of the swamp, they live a happy life in the quiet decay and bubbling pools. They are normally a peaceful people but will not hesitate to defend their land when threatened. \n'b' Although mycene have mouths they do not have vocal chords and cannot communicate verbally. Instead, they communicate with flashing lights and scents. \n'b' Most mycenes are non-violent but are capable of defending themselves if need be. Their resistance to acid and poison makes them adept as using the region\xe2\x80\x99s most dangerous features to their advantage. \n'b' Mycene nobles are often styled as Kings or Queens. They grow as buds off of royal fungi plants and emerge fully-formed to lead their people.'