Myconid Sovereign (CR 7)

Large Plant
Alignment: Usually lawful neutral
Initiative: +1 (Dex); Senses: low-light vision, Listen +7, and Spot +7
Languages: telepathy via spores

AC: 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11
Hit Dice: 6d8+21 (48 hp)
Fort +8, Ref +3, Will +5
Speed: 20 ft.
Space: 10 ft./10 ft.
Base Attack +4; Grapple +3
Attack: 2 slams +7 melee (1d8+4), or spores +8 ranged touch
Special Attacks/Actions: Spores
Abilities: Str 18, Dex 12, Con 17, Int 12, Wis 17, Cha 17
Special Qualities: Plant traits, potion making, spore
Feats: Alertness; Brew Potion; Toughness; Weapon Focus (spores)
Skills: Intimidate +6, Knowledge (nature) +4, Listen +7, Move Silently +3, Profession (farmer) +8, Profession (herbalist) +7, Sense Motive +6, Spot +7, and Survival +6
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Climate/Terrain: Underground
Organization: Tribe (3-10 circles, plus 1 king and 5-10 zombie servants)
Treasure/Possessions: No coins, no goods, standard items (potions only)

Source: Monster Manual II

Spores (Ex): A myconid sovereign has access to distress, reproduction, rapport, pacification, hallucination, and animation spores (save DC 15 where applicable).

Potion Making (Su): Though it is not a spellcaster, a myconid sovereign can create various potions that mimic cleric and druid spells. It can duplicate the following effects, each once per day (but only for the purpose of brewing potions): bull's strength, cure light wounds, cure moderate wounds, cure serious wounds, delay poison, endurance, endure elements, greater magic fang, invisibility to animals, lesser restoration, magic fang, negative energy protection, neutralize poison, protection from elements, remove blindness/deafness, remove disease, remove paralysis, resist elements. Caster level 6th; save DC 12 + spell level.

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.

Sovereigns use the same tactics as circle leaders, except that they also usually have a few myconid-animated zombies, or servants, to order into combat. If they join combat at all, sovereigns tend to advance on the enemy behind a rank of servants or circle leaders or both.