Myconid Guard (CR 4)
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
Organization: Solitary, pair, patrol (3-5), or work gang (3-5 plus 3-5 workers)
Monster Manual II
Spores (Ex): Guards have access to distress, reproduction, rapport, and pacification spores (save DC 14 where applicable).
- 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.
- Rapport: Myconids do not speak, but these spores enable them to establish telepathic communication with each other and with outsiders. A successful Fortitude saving throw (DC varies; see individual descriptions) negates the effect, but it is harmless. Rapport lasts for 30 to 60 minutes with outsiders, but for 8 hours with other myconids. Rapport spores can be released as either a 120-foot spread or a 40-foot ray. Regardless of the release area, the communication range is 120 feet once rapport is established.
- Pacification: These spores are released as a 40-foot ray. The target must make a Fortitude saving throw (DC varies; see individual descriptions) or become passive for 1 minute. Being passive is similar to being dazed, except that the target can take partial actions that don't involve attacking. This is a mind-affecting compulsion effect.
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.