Myconid Average Worker (CR 1)
Small Plant
Alignment: Usually lawful neutral
Initiative: +2 (Dex); Senses: low-light vision, Listen +3, and Spot +3
AC: 13 (+1 size, +2 Dex), touch 13, flat-footed 11
Hit Dice: 2d8+2 (11 hp)
Fort +4, Ref +2, Will +1
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -8
Attack: 2 slams +2 melee
Full Attack: 2 slams +2 melee
Damage: Slam 1d4
Special Attacks/Actions: -
Abilities: Str 11, Dex 14, Con 12, Int 10, Wis 13, Cha 13
Special Qualities: Plant traits
Feats: Alertness
Skills: Knowledge (nature) +2, Listen +3, Profession (farmer) +5, Sense Motive +3, Spot +3, and Survival +3
Advancement: -
Climate/Terrain: Underground
Organization: Solitary, pair, or gang (3-5)
Treasure/Possessions: None
Source:
Monster Manual II
Spores (Ex): Average workers have access to both distress and reproduction spores.
- Distress: These spores alert all other myconids within the area that danger is near. They are released in a 120-foot spread.
- Reproduction: These spores eventually germinate into new infant myconids. They are released as a 120-foot spread and have no detrimental effects on non-myconids.
Skills and Feats (Ex): A myconid gains skills and feats as though it were a fey. A myconid of any kind has EHD as though it were a Tiny plant.
Average workers are fairly proficient fighters. If alerted to danger, they usually try to hide and then either attack from ambush or wait until more capable myconids arrive on the scene. If such reinforcements are available, the average workers use the aid another action to assist their superiors in combat.