The Mycoloth

Hunger incarnate is the mycoloth, from its very body sheds the fungal lifeforms that populate the Swamp of Oblivion residing between the planes of Water and Earth. The few humanoid fungal lifeforms share horror stories of the Mycoloth's terrible hunger.

The Swamp of Oblivion

An unnatural place teeming with life beyond imagining. The very plants, fungus, and crawlers among the detritus are brimming with vitality and hunger. Several plants, fungi and other creatures reach abnormal sizes and achieve sentience in the line where Water and Earth meet. Of these intelligent flora rumors whisper of great Destroyers. A primal force that embodies the very hunger of the swamp itself, an endless, insatiable hunger....the Mycoloths and their saprolings....

Image Credit: Wizards of the Coast



Greater Mycoloth

Colossal plant, aggressive neutral


  • Armor Class 16 (natural)
  • Hit Points 403
  • Speed 40 ft

STR DEX CON INT WIS CHA
24(+7) 10(+0) 24(+7) 8(-1) 8(-1) 10 (+0)

  • Saving Throws Str +11, Con +11,
  • Condition Immunities Charmed, frightened, poison
  • Senses passive Perception 10
  • Languages Terran dialect Fungal
  • Challenge 20 (25,000 XP)

Devour. The Mycoloth eats saprolings and other fungal life forms that are adjacent to it or share its space.

False Appearance. While the Mycoloth remains motionless, it appears to be a hill made of spongy material noticable by a DC 18 investigation check

Sporebearer As long as the Mycoloth Devours it may use its Spore Cloud action. The Greater Mycoloth always begins an encounter laden with spores.

Actions

The Greater Mycoloth makes 2 Slam attacks, 1 Devour if able, and Spore Cloud if able

Slam. Melee Weapon Attack: +11 to hit, reach 15 ft; one target hit (4d6 + 7) bludgeoning damage and the target makes a Dexterity saving throw DC 17 or else is grappled by the Mycoloth.

Devour (Fungus). Requires an adjacent medium or smaller fungal creature: The Mycoloth may use Devour (Fungus) as a bonus action on its turn or its reaction on any other turn.
The Mycoloth heals (3 X # creatures devoured d10) HP and may use Spore Cloud as one of its Actions if it has devoured fungus within the last 10 rounds.

If it consumes its use of Spore Cloud it must devour more fungus.

Devour (Other). Melee Weapon Attack: requires grappled one target. Target makes a DC 21 Strength saving throw or else is swallowed by the mycoloth. Once swallowed, the creature takes (4d6) acid damage plus (8d8) poison damage and takes this damage again at the start of each of their turns. When a swallowed creature dies the Mycoloth heals (Xd10) HP where X is equal to the CR of the creature or the total level of the character.

Spore Cloud Area Gas Attack: Requires devour fungus 50 ft radius all non-fungal creatures make a DC 21 Con saving throw. All creatures take (5d10) poison damage on a failed save and none on a succesful save. In addition, (3d6) spores germinate and grow into saprolings in 1d4+1 rounds.


  • Legendary Actions

    The Mycoloth makes 3 legendary actions per round and gets all uses back at the start of its turn.

Slam (2 actions) The Mycoloth uses the Slam action

Devour (1 action) The Mycoloth may use either of it's devour abilities.

Spore Cloud (3 Actions) The Mycoloth may use its spore cloud ability

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PAGE 1 | THE GREATER MYCOLOTH


Lesser Mycoloth

Large Plant, aggressive neutral


  • Armor Class 14 (natural)
  • Hit Points 106
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 18 (+4) 6 (-2) 4 (-3) 4 (-3)

  • Condition Immunities Charmed, frightened, poisoned
  • Senses passive Perception 13
  • Languages Terran dialect Fungal
  • Challenge 10 (5,900 XP)

Devour. The Mycoloth eats saprolings and other fungal life forms that are adjacent to it or share its space.

False Appearance. While the Mycoloth remains motionless, it appears to be a hill made of spongy material noticable by a DC 18 investigation check

Sporebearer As long as the Mycoloth Devours it may use its Spore Cloud action.

Actions

The Lesser Mycoloth makes 2 Slam attacks and 1 Devour if able, and 1 Spore Cloud if able

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft; one target hit (2d6 + 4) bludgeoning damage and the target makes a Dexterity saving throw DC 14 or else is grappled by the Mycoloth.

Devour (Fungus). Requires an adjacent medium or smaller fungal creature: The Mycoloth may use Devour (Fungus) as a bonus action on its turn or its reaction on any other turn.
The Mycoloth heals (3 X # creatures devoured d10) HP and may use Spore Cloud as one of its Actions if it has devoured fungus within the last 10 rounds. If it consumes its use of Spore Cloud it must devour more fungus.

Devour (Other). Melee Weapon Attack: requires grappled one target. Target makes a DC 17 Strength saving throw or else is swallowed by the mycoloth. Once swallowed, the creature takes (2d6) acid damage plus (4d8) poison damage and takes this damage again at the start of each of their turns. When a swallowed creature dies the Mycoloth heals (Xd10) HP where X is equal to 1/2 the CR of the creature or the total level of the character.

Spore Cloud Area Gas Attack: Requires devour fungus 30 ft radius all non-fungal creatures make a DC 17 Con saving throw. All creatures take (4d8) poison damage on a failed save and none on a succesfull save. In addition, (3d4) spores germinate and grow into saprolings in 1d4+1 rounds.


The Lesser Mycoloth

When a saproling escapes the horde and survives to devour enough life without being devoured itself, it may mutate into a lesser Mycoloth and rise as a new destroyer in the Swamp of Oblivion. Only Lesser Mycoloths that germinate and spread large spore gardens survive to become the greatest and largest of Mycoloths. When a Mycoloth and its saproling spawn come across a rival Mycoloth and its fungal horde, unbridled turf war begins.

Saprolings

The weakest and possibly most voracious of the Mycoloth fungal horde are the saprolings. While easy to destroy, they try to eat nearly anything that moves in order to grow into a potential new Mycoloth. However, most Mycoloth's don't let their saprolings get very far, as they germinate them for the sole purpose of devouring them....


Saproling

Medium plant, aggressive neutral


  • Armor Class 11 (natural)
  • Hit Points 24
  • Speed 20ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 14 (+2) 4 (-3) 4 (-3) 4 (-3)

  • Condition Immunities Charmed, frightened, poisoned
  • Senses passive Perception 10
  • Languages Terran dialect Fungal
  • Challenge 1 (200 XP)

Devour. When a saproling devours anything with its bite attack, it gains 1d4 growths in the forms of gills, stipes, caps, and spores.

Mutate When a Saproling has gained 50 new growths from devouring, it transforms into a Lesser Mycoloth

Actions

The Saproling makes 1 slam attack and 1 bite attack

Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2), heal that much damage as well. If anything was killed, it was devoured

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PAGE 2 | MYCOLOTHS & SAPROLINGS

Spore Gardens

A Mycoloth is much more difficult to dispatch when it has had enough time to consume, shed spores, and make itself a home of sorts. These makeshift homes are often termed 'Spore Gardens' by the common folk of the Swamp of Oblivion, and that you are most unlucky if you find yourself walking in one.

While the Mycoloth's natural disposition is to devour anything that moves, they are actually quite docile within their spore gardens. The mycoloth will sleep and lets its spores grow and make saprolings and everything moves slightly sluggish here as everything is well fed. However, if spotted in their spore garden, Mycoloth's become aggressive out of a territorial nature. No two Mycoloth's can ever get along as it is their nature to consume to become the largest, and the strongest.

Often times adventurers find spore gardens by following the tides of saprolings either attacking or fleeing in a mycoloth spore garden turf war. These spore gardens are typically small, and belong to Lesser Mycoloths. The Greater Mycoloth may have a spore garden with a radius up to 1 mile and often isn't bothered by saprolings or even Lesser Mycoloths as it can crush them with ease. The Greater Mycoloth slumbers, waiting for something far more substantial to feed on, as a Mycoloth can only get so big eating fungus alone....


Lair Actions

On initiative count 20 (losing ties to PCs), the Mycoloth takes a lair action in its Spore Garden to cause one of the following effects, and it may not use the same effect two rounds in a row;

  • 2 x Poison pods detonate releasing a puff of spores in a 10 foot radius, all caught in the spore cloud must make a DC 21 Con saving throw or be paralyzed for 1 minute on a failure. Targets may repeat saving throws on their turn.
  • 3 x Saproling pods burst releasing 3d4 saprolings onto the battlefield in three locations within the Spore Garden. The saprolings join initiative with any other saprolings already on the battlefield.
  • Ensnaring mycelium; fungal roots come to life in a 10 foot radius and attempt to cover and restrain non-fungal life forms. DC 18 Dexterity saving throw or the target is restrained on a failure. DC 22 stealth check to pass the mycelium undetected.

A Greater Mycoloth in their Spore Garden is a CR 23 (50,000 XP) while a lesser Mycoloth is a CR 13 (10,000 XP) in their Spore Garden.

Mycoloth and Saproling Abilities:
Ability Name Ability Effect
Distress Spores All Saprolings can sense when an allied Saproling takes damage within 240 ft
Swampwalk Soft marshy ground and swamps do not count as difficult terrain for Saprolings and Mycoloths.