Myconid Guard (CR 4)

Medium Plant
Alignment: Usually lawful neutral
Initiative: +1 (Dex); Senses: low-light vision, Listen +4, and Spot +4
Languages: telepathy via spores


AC: 12 (+1 Dex, +1 natural), touch 11, flat-footed 11
Hit Dice: 4d8+8 (26 hp)
Fort +6, Ref +2, Will +3
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple -2
Attack: 2 slams +5 melee, or spores +6 ranged touch
Full Attack: 2 slams +5 melee, or spores +6 ranged touch
Damage: Slam 1d6+2
Special Attacks/Actions: Spores
Abilities: Str 14, Dex 12, Con 15, Int 11, Wis 15, Cha 14
Special Qualities: Plant traits, spores
Feats: Alertness; Weapon Focus (spores)
Skills: Intimidate +5, Knowledge (nature) +3, Listen +4, Profession (farmer) +6, Sense Motive +4, Spot +4, and Survival +4
Advancement: -
Climate/Terrain: Underground
Organization: Solitary, pair, patrol (3-5), or work gang (3-5 plus 3-5 workers)
Treasure/Possessions: None

Source: Monster Manual II

Spores (Ex): Guards have access to distress, reproduction, rapport, and pacification spores (save DC 14 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.

Guards are fairly aggressive in combat, at least by myconid standards. Their preferred attack is their pacification spores, though they can use their slam attacks if forced into melee.