Myconid Circle Leader (CR 6)

Large Plant
Alignment: Usually lawful neutral
Initiative: +1 (Dex); Senses: low-light vision and Listen +5
Languages: telepathy via spores


AC: 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11
Hit Dice: 5d8+15 (37 hp)
Fort +7, Ref +2, Will +4
Speed: 20 ft.
Space: 10 ft./10 ft.
Base Attack +3; Grapple +2
Attack: 2 slams +5 melee (1d8+3), or spores +6 ranged touch
Special Attacks/Actions: Spores
Abilities: Str 16, Dex 12, Con 17, Int 11, Wis 16, Cha 15
Special Qualities: Plant traits, spores
Feats: Alertness; Weapon Focus (spores)
Skills: Diplomacy +4, Intimidate +5, Knowledge (nature) +3, Listen +5, Profession (farmer) +7, Sense Motive +6, and Survival +5
Advancement: -
Climate/Terrain: Underground
Organization: Solitary, pair, patrol (3-5), work gang (3-5 plus 3-5 workers), or circle (4 junior workers plus average workers, elder workers, guards, and elder guards, for a total of 20)
Treasure/Possessions: None

Source: Monster Manual II

Spores (Ex): Circle leaders have access to distress, reproduction, rapport, pacification, and hallucination spores (save DC 15 where applicable).

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.

Circle leaders join battle only if doing so seems necessary to keep their underlings from being slaughtered. In combat, they use their hallucination spores at the first opportunity. Like other myconids, they prefer to avoid melee combat altogether but can use their slams if they must.