“Okay, the corridor’s floor is half collapsed just ahead, opening into a cave full of giant mushrooms. We can get around it, but I don’t know how stable it’ll be. Plus, there was something moving down there, and it looked like there was some sort of path winding through the mushrooms.” Nimble informed his companions.
“Did you get any hint as to what was moving?”
“No, but I also didn’t spend a whole lot of time hanging out at the edge with the torch burning either.”
"Fair enough."
The companions crept forward down the corridor, keeping as silent as possible. As they approached the opening into the cavern below, the party spread out. Nimble went across the ledge first, looking briefly down into the mushroom garden below as he crossed. Allianora went next, followed by Feris. As Rathgar crossed, a stone came loose, and bounced noisily down into the cavern. Everyone held their breath... The entire garden began to shake as several toadstool shapes picked themselves off the ground and lumbered toward the rock, vine-like appendages swinging from their central stalks.
Herder
Armor Class:7
Hit Dice: 2* (M)
Move: 90' (30')
Attacks: Vine
Damage: 1d4+poison
No. Appearing: 1d6 (2d6)
Save As: F3
Morale: 12
Treasure Type: J, L
Intelligence: 2
Alignment: Neutral
XP Value: 25
Herders are aggressive and territorial ambulatory mushrooms standing between 4' and 5' tall. Their central stalk supports a small cap and numerous vine-like appendages of varying sizes. While mostly unintelligent, they do an admirable job of tending to and protecting their gardens of giant mushrooms.
Anyone struck by one of their vines must make a saving throw vs poison or suffer from gut-wrenching cramps and nausea (-2 to attack rolls, saving throws, and AC) for 2d12 hours. Any intruders to their gardens are slain as quickly as possible, and used as fertilizer. Cat-sized creatures and smaller are ignored. When still they are indistinguishable from the other giant mushrooms in their gardens.
Terrain: Caverns, Dungeons
Based on the creatures from Grimrock
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