Legendary Resistance 2/d If the shroom fails a saving throw, it can choose to succeed instead. Poisonous Spores If the shroom is hit with an attack it immediately releases poisonous spores in 10ft. radious. On a failed DC 18 Constitution saving throw anty creature in range suffers 33(6d10) 6d10 poison damage and is poisoned 1 minute.On a success, it takes no damage and isn't poisoned. (If you feel this is too strong, make it a reaction dealing 10d8 10d8 dmg to a single person) Camouflage When still, the shroom is indistinguishable from other stationary shrooms unless a person succeeds on DC 20 Wisdom(Nature) check. Muddy Earth As a bonus action the shroom can use its underground hyphaye to turn nearby earth into sticky mud, making it difficult terrain in 120ft. radious. Any creature in the mud must make a DC 14 Dexterity saving throw at the beginning of each of its round or be grappled (escape DC 14). The shroom is immune to this effect.
Slam Meele Weapon Attack, +11 to hit d20+11 , range: 10ft., one target. Hit: 69 (10d10 +14) 10d10+14 bludgeoning damage and the target must make a DC 18 Strength saving throw or be incapacitated for a round.
The shroom can take 1 legendary action, choosing from options below. Only one legendary action option can be used at a time and only at the end of another's creature turn. The shroom regains legendary actions at the end of it's turn. Deep Connection : The shroom channels nutrients from the ground, regaining 22(4d10) 4d10 hit points. Gas shroud : The shroom releases black spores that act as dense fog, giving the shroom full concealment and obscuring vision in 90ft radious for the next round.