Myconid Junior Worker (CR 1/2)

Tiny Plant
Alignment: Usually lawful neutral
Initiative: +2 (Dex); Senses: low-light vision, Listen +3, and Spot +3

AC: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Hit Dice: 1d8 (4 hp)
Fort +2, Ref +2, Will +1
Speed: 20 ft.
Space: 2 1/2 ft./0 ft.
Base Attack +0; Grapple -9
Attack: 2 slams +1 melee (1d3-1)
Special Attacks/Actions: -
Abilities: Str 8, Dex 15, Con 11, Int 9, Wis 12, Cha 12
Special Qualities: Plant traits
Feats: Alertness
Skills: Knowledge (nature) +0, Listen +3, Profession (farmer) +3, Spot +3, and Survival +2
Advancement: -
Climate/Terrain: Underground
Organization: Solitary, pair, or gang (3-5)
Treasure/Possessions: None

Source: Monster Manual II

Spores (Ex): Junior workers have access only to distress spores.

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.

Junior workers are ineffective fighters. They release their spores at the first sign of danger and hide or retreat if threatened. If forced to fight, they tend to rush a single opponent as a group. Because a junior worker has a reach of 0 feet, it must enter an opponent's space to make melee attacks.