b'Fungus, Eyeshroom \n'b'  Family:   Fungi  \n'b'  Large   plant ,  neutral  \n'b'  Armor Class  13 (natural armor)  Hit Points  60 (8d10 + 16)  Speed  0 ft.\n'b' STATS STR: 12 (+1) DEX:  10 (+0)  CON:  14 (+2)  INT:  5 (-3)  WIS:  15 (+2)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +4  Damage Resistances  bludgeoning, piercing  Damage Immunities  acid, poison  Condition Immunities   poisoned   Senses  truesight 120 ft., passive  Perception  14  Languages  Mycene  Proficiency Bonus  +2  Challenge  1 (200 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'  Keen Sight . The eyeshroom has advantage on  Wisdom  ( Perception ) checks that rely on sight. \n'b'  False Appearance . While the eyeshroom remains motionless, it is indistinguishable from a very large fungus. \n'b'\n'b' ACTIONS \n'b'\n'b'  Corrosive Gaze . The eyeshroom focuses on one target it can see within 30 feet of it. The target must succeed on a DC 12  Constitution  saving throw against this magic or take 10 (3d6) acid damage. \n'b'\n'b' ABOUT \n'b' This green fungal growth has a giant eye in its stem. \n'b' Like shriekshrooms, eyeshrooms act as sentinels and guardians for mycene lands. The two are often grouped together to act as eyes and ears for potential invading forces. \n'b' Eyeshrooms are not helpless and can defend themselves with their Rotting Gaze attack. That said, their inability to avoid conflict makes them more a nuisance than anything else.'