Shroomish (5e Creature)
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Tiny plant, any alignment
Skills Stealth +2
Poison Absorption. Whenever the shroomish is subjected to poison damage, it takes no damage and instead gains a number of hit points equal to the poison damage dealt.
Effect Spore. Whenever the shroomish takes damage, it releases a cloud of spores. Creatures within 5 feet of the shroomish when this happens must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature succeeds on its save, it is immune to the effect spore of all shroomishes for 24 hours.
Tackle. Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
Absorb. Melee Spell Attack. +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) poison damage, and the shroomish regains hit points equal to half the damage dealt (rounded down).
Seed Bomb (Recharge 6). Ranged Spell Attack. +5 to hit, range 30/90 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage plus 5 (2d4) force damage.
Spore (1/Day). The shroomish releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it. All creature of the shroomish's choice in that area must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the saving throw is successful or if the effect ends for the creature, it is immune to the Spore of all shroomishes (but not brelooms) for the next 24 hours.