Myconid Elder Worker (CR 2)

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: 3d8+3 (16 hp)
Fort +4, Ref +2, Will +3
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple -3
Attack: 2 slams +3 melee, or spores +3 ranged touch
Full Attack: 2 slams +3 melee, or spores +3 ranged touch
Damage: Slam 1d6+1
Special Attacks/Actions: Spores
Abilities: Str 12, Dex 13, Con 13, Int 10, Wis 15, Cha 14
Special Qualities: Plant traits, spores
Feats: Alertness; Toughness
Skills: Knowledge (nature) +3, Listen +4, Profession (farmer) +6, Sense Motive +4, Spot +4, and Survival +5
Advancement: -
Climate/Terrain: Underground
Organization: Solitary, pair, or gang (3-5)
Treasure/Possessions: None

Source: Monster Manual II

Spores (Ex): Elder workers have access to distress, reproduction, and rapport spores (save DC 12 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.

Elder workers usually spray intruders with rapport spores rather than hiding, as more junior myconids do. They are quite willing to communicate rather than take aggressive action. If forced to fight, they try to eliminate the most formidable-looking foes first. If more capable myconids join the battle, elder workers use much the same tactics that average workers do.