The Elder Cap

large plant (myconid), lawful neutral

D&D 5.5 / SRD 5.2

Challenge 2 (450 XP)

Available with DM subscription
STR
17 (+3)
DEX
8 (-1)
CON
16 (+3)
INT
10
WIS
16 (+3)
CHA
14 (+2)

Proficiencies & Senses

Saving Throws —
Skills
Stealth +1, Survival +5, Perception +5
Senses
Darkvision (The Elder Cap can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.)
Tremorsense (The Elder Cap can pinpoint the source of vibrations within 30 feet, provided it and the source are in contact with the same ground or substrate.)
passive Perception 15

Characteristics

Damage Vulnerabilities
fire
Damage Resistances
poison, psychic
Damage Immunities
—
Condition Immunities
blinded, charmed, frightened, poisoned
Languages Undercommon, telepathy 60 ft. (works only to communicate simple concepts and emotions)

Traits and Actions

Hallucinatory Spores

Trait
Poisoned Condition
A creature that starts its turn within 10 feet of the Elder Cap must succeed on a DC 13 Wisdom saving throw or be poisoned until the start of its next turn. While poisoned in this way, the creature has disadvantage on attack rolls and ability checks, and it perceives the area as difficult terrain. A creature that succeeds on the save is immune to this trait for 24 hours.

Myconid Sovereign

Trait
Telepathy Rule
The Elder Cap can use its telepathy to issue simple commands to other myconids within 60 feet. It can also release a burst of rapport spores as an action, allowing it and up to three other myconids within 60 feet to communicate telepathically for 1 hour.

Fibrous Body

Trait
Grappled Condition
The Elder Cap has advantage on saving throws against being grappled, restrained, or knocked prone. Additionally, when it takes bludgeoning damage from a critical hit, it can use its reaction to halve that damage.

Slam

Action
Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Hallucinatory Spore Cloud (Recharge 5–6)

Action
Psychic Damage Custom
Incapacitated Condition
The Elder Cap releases a cloud of hallucinatory spores in a 15-foot-radius sphere centered on itself. Each creature in that area must make a DC 13 Wisdom saving throw. On a failed save, a creature takes 10 (3d6) psychic damage and is poisoned for 1 minute. While poisoned in this way, the creature is incapacitated and perceives illusory terrain. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Rapport Spores

Action
The Elder Cap releases rapport spores in a 20-foot radius. It and up to three other myconids in the area can communicate telepathically with each other for 1 hour, regardless of language.

Seed Vault Guardian

Bonus Action
Temporary Hit Points Rule
While within 5 feet of a seed-stone or similar sacred object, the Elder Cap can use a bonus action to gain 5 temporary hit points and advantage on its next attack roll before the end of its turn.

Spore Retaliation

Reaction
Poisoned Condition
When a creature within 10 feet hits the Elder Cap with a melee attack, the Elder Cap can release a puff of spores. The attacker must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.

Running the encounter

Combat Behavior

Tactics

  • The Elder Cap stays near the seed vault, using Hallucinatory Spores to disorient intruders.
  • It uses Hallucinatory Spore Cloud when multiple enemies are within 15 feet.
  • It commands allied myconids to swarm and grapple intruders while it slams from reach.

Combat Style

Defensive area denial with hallucinatory effects and fibrous slams.

Morale

The Elder Cap fights to the death to protect the seed vault, retreating only if the vault is destroyed.

Appearance & presence

Monster Description

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