Shroom Snake
Medium • Fey • Chaotic Evil
Armor Class 13
Hit Points 45 (7d8 + 14)
Speed 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 16 (+3) | 14 (+2) | 10 (+0) | 12 (+1) | 13 (+1) |
Saving Throws Con +4
Skills Deception +5, Perception +3, Stealth +5
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 30 ft., passive Perception 13
Languages Common, Sylvan
CR 2 (XP 450; PB +2)

Edible Tailshroom. A creature can plug the mushroom from the snake’s tail. Doing so deals no damage to the snake, which can regrow a replacement mushroom by finishing a long rest. Wisdom Saving Throw: DC 12, a creature eating the mushroom. Failure: The target becomes unable to discern lies and believes everything as true and said with good intent. It automatically fails all checks made using the Insight skill. The effect lasts until the target finishes a short or long rest.
False Appearance. If the snake is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the snake move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that the snake is animate.
Regeneration. The snake regains 5 hit points at the start of each of its turns if it has at least 1 hit point. If the snake takes fire damage, this trait doesn't function on the snake's next turn.
ACTIONS
Multiattack. The snake makes one Bite attack. It can use its Spore Breath, if available, before or after this attack.
Bite. Melee Weapon Attack: +5, reach 5 ft. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage. This attack deals an additional 3 (1d6) poison damage against creatures that are poisoned.
Spore Breath (Recharge 5–6). Constitution Saving Throw: DC 12, each creature in a 15-foot cone. Failure: The target becomes poisoned until the end of its next turn.
Shroom Snake
Medium • Fey • Chaotic Evil
Armor Class 13
Hit Points 11 (2d8 + 2)
Speed 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 14 (+2) | 13 (+1) | 10 (+0) | 11 (+0) | 11 (+0) |
Saving Throws Con +3
Skills Deception +4, Perception +2, Stealth +4
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 30 ft., passive Perception 12
Languages Common, Sylvan
CR 1/4 (XP 50; PB +2)

Edible Tailshroom. A creature can plug the mushroom from the snake’s tail. Doing so deals no damage to the snake, which can regrow a replacement mushroom by finishing a long rest. Wisdom Saving Throw: DC 11, a creature eating the mushroom. Failure: The target becomes unable to discern lies and believes everything as true and said with good intent. It automatically fails all checks made using the Insight skill. The effect lasts until the target finishes a short or long rest.
False Appearance. If the snake is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the snake move or act, that creature must succeed on a DC 13 Intelligence (Investigation) check to discern that the snake is animate.
Regeneration. The snake regains 5 hit points at the start of each of its turns if it has at least 1 hit point. If the snake takes fire damage, this trait doesn't function on the snake's next turn.
ACTIONS
Multiattack. The snake makes one Bite attack. It can use its Spore Breath, if available, before or after this attack.
Bite. Melee Weapon Attack: +5, reach 5 ft. Hit: 5 (1d6 + 2) piercing damage. This attack deals an additional 2 (1d4) poison damage against creatures that are poisoned.
Spore Breath (Recharge 5–6). Constitution Saving Throw: DC 11, each creature in a 15-foot cone. Failure: The target becomes poisoned until the end of its next turn.
Shroom Snake
Medium • Fey • Chaotic Evil
Armor Class 13
Hit Points 97 (13d8 + 39)
Speed 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 17 (+3) | 16 (+3) | 12 (+1) | 14 (+2) | 15 (+2) |
Saving Throws Con +6
Skills Deception +8, Perception +5, Stealth +6
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 30 ft., passive Perception 15
Languages Common, Sylvan
CR 5 (XP 1,800; PB +3)

Edible Tailshroom. A creature can plug the mushroom from the snake’s tail. Doing so deals no damage to the snake, which can regrow a replacement mushroom by finishing a long rest. Wisdom Saving Throw: DC 14, a creature eating the mushroom. Failure: The target becomes unable to discern lies and believes everything as true and said with good intent. It automatically fails all checks made using the Insight skill. The effect lasts until the target finishes a short or long rest.
False Appearance. If the snake is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the snake move or act, that creature must succeed on a DC 17 Intelligence (Investigation) check to discern that the snake is animate.
Regeneration. The snake regains 5 hit points at the start of each of its turns if it has at least 1 hit point. If the snake takes fire damage, this trait doesn't function on the snake's next turn.
ACTIONS
Multiattack. The snake makes one Bite attack. It can use its Spore Breath, if available, before or after this attack.
Bite. Melee Weapon Attack: +6, reach 5 ft. Hit: 12 (2d8 + 3) piercing damage plus 22 (5d8) poison damage. This attack deals an additional 9 (2d8) poison damage against creatures that are poisoned.
Spore Breath (Recharge 5–6). Constitution Saving Throw: DC 14, each creature in a 30-foot cone. Failure: The target becomes poisoned for 1 minute and can repeat the save at the end of each of its turns to end the effect.
QUICK REFERENCE
Habitat
- Found in humid forests, overgrown ruins, and fairy-touched groves
- Appears where fungal overgrowth thrives or where planar energies twist vegetation
- Often lurks motionless among large mushrooms or moss-covered logs
Behavior
- Mimics a natural fungus to ambush prey or avoid dangerous creatures
- Uses its edible mushroom tail to lure curious wildlife and humanoids to amsbush them
- Tries to have another creature eat its Tailshroom and then trick it with a typical fey deal
Information (Intelligence Check)
- DC 12 Nature: Identifies that its mushroom tail regrows naturally after being removed, but loses effects after a short while
- DC 15 Medicine: Learns that fire damage halts its regeneration
- DC 18 Insight: Recognizes the snake as a skilled liar making it difficult to tell true information from false claims
Combat
- Begins combat motionless to gain advantage on initiative through false appearance (if combat doesn't start from a discussion)
- Moves into position to use Spore Breath to poison as many targets as possible
- Focuses attacks on a single target, preferably a creature that failed the save against its Spore Breath or that deals fire damage
- Often retreats into foliage or fungus clusters to hide or escape when bloodied or about to lose the fight
Loot Ideas
- Tailshroom can be harvested even from a corpse, and turns into a harmless edible mushroom after 1 hour
- Vials of condensed spores valuable to herbalists and poison-crafters
- Unique patterned scales desirable to merchants or leatherworkers
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
