b'Dweomer Cap \n'b'  Tiny   plant ,  neutral  \n'b'  Armor Class  9  Hit Points  3 (1d4)  Speed  5 ft., climb 5 ft.\n'b' STATS STR: 1 (-5) DEX:  8 (-1)  CON:  12 (+1)  INT:  1 (-5)  WIS:  12 (+1)  CHA:  2 (-4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Senses   darkvision  60 ft., passive  Perception  11  Languages  \xe2\x80\x93  Challenge  0 (0 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Arcanophage . When a dweomer cap succeeds at a saving throw against a spell, it recovers a number of  Hit Points  equal to the spell\xe2\x80\x99s level. \n'b'  Aura Luminescence . A dweomer cap naturally emits dim  light  in a 10-foot radius. When in contact with a creature or object that has a faint or stronger magical aura, a dweomer cap\xe2\x80\x99s  light  shimmers perceptibly, changing its hue and pattern. A dweomer cap can suppress or resume its luminescence as a bonus action, though it has reason to do so only when serving as a familiar and ordered by its master to do so. \n'b'  Magic Resistance . The dweomer cap has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ABOUT \n'b' A dweomer cap is a black mushroom covered in wavy purple and orange patterns. It is typically found in regions of residual magical activity, such as abandoned arcane laboratories and sites of magical disasters. Although a dweomer cap can subsist on decaying organic material, it thrives and releases spores only when it can absorb trace magical energies. This makes these  fungi  an indicator that magical traps or treasures might be nearby. Spellcasters sometimes adopt dweomer caps as familiars, learning to read the  fungi\xe2\x80\x99s  scintillations to  help   identify  nearby magical effects. A typical dweomer cap is about 1 foot wide and weighs around 2 pounds.'