Skip to content
CreatePricing
Amanita the Memory-Warden - AI-generated fantasy Monster

Amanita the Memory-Warden

When the dwarves of Khaz-Durin were forced to flee a deep-rock blight, they left behind their records. A nomadic circle of myconids found the vault. Amanita, their leader, realized that the vault's cold stone held memories of the dwarves. To better understand them, Amanita merged with the vault's main control node, becoming the Memory-Warden.

Large plant · Hard · Unique

Amanita the Memory-Warden

A Myconid Sovereign fused into the clockwork mechanisms of an ancient dwarven vault, acting as a living archive and guardian.
AC17
HP136/136
CRHard
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 17 · HP 136 · Hard

Amanita the Memory-Warden

Large plant (myconid), lawful neutral
Armor Class17 (Natural Armor and Vault Plating)
Hit Points136 (16d10 + 48)
Speed
0 ft. (fused to vault)
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionIntelligenceWisdom
SkillsHistoryInsightPerception
Damage Resistances
Psychic,
Bludgeoning from non-magical attacks
Immunities
Poison,
Charmed,
Frightened,
Prone
Weaknesses
Fire
Senses
Darkvision 120 ft.,
Passive Perception 17
Languages
Undercommon (via Rapport Spores),
Telepathy 120 ft.
ChallengeHard
Proficiency Bonus+3
Vault Master. Amanita cannot be moved or pushed by any means. It can use a bonus action to manipulate the vault, causing one door to close, a trap to activate, or a 10-foot section of floor to become difficult terrain until the end of its next turn.
Rapport Spores. A 30-foot radius of spores surrounds Amanita. Within this area, Amanita can communicate telepathically with any creature. Non-myconids must be willing to receive these spores to communicate.
Sun Sickness. While in sunlight, Amanita has disadvantage on ability checks, attack rolls, and saving throws. Amanita dies if it spends more than 1 hour in direct sunlight.

Spells

Hallucinatory Terrain (level 4, illusion). Used to make the vault look like it did in its prime to lure victims.
Detect Thoughts (level 2, divination). Used to sift through the memories of intruders.

Actions

Multiattack. Amanita makes two attacks with its Petrified Staff or uses its Memory-Drain once and makes one staff attack.
Petrified Staff. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 11 () bludgeoning damage plus 7 () poison damage.
Memory-Drain Spores (Recharge 5-6). Amanita exhales a 30-foot cone of hallucinogenic spores. Each creature in that area must succeed on a Intelligence saving throw or take 21 () psychic damage and be Confused (as per the spell) until the end of its next turn. On a success, the creature takes half damage and is not confused.
Animate Spore Servant. Amanita targets the corpse of a humanoid or large beast within 20 feet. The target is infused with spores and rises as a Spore Servant (use Zombie or Quaggoth Spore Servant stats). It acts on Amanita's initiative.

Reactions

Psychic Backlash. When Amanita takes damage from a creature within 60 feet, it can force that creature to make a Wisdom saving throw. On a failure, the creature takes 10 () psychic damage and is Blinded by flashes of dwarven history until the start of its next turn.

Legendary Actions

Spore Cloud. Amanita releases a puff of pacifying spores. Each creature within 10 feet of it must succeed on a Constitution saving throw or be stunned until the end of its next turn.
Command Servant. One Spore Servant within 60 feet of Amanita can use its reaction to make one melee attack.
Vault Protocol (costs 2 actions). Amanita activates a vault mechanism. All creatures in a 20-foot line within the room must make a Dexterity saving throw or be knocked prone and take 7 () bludgeoning damage by shifting floors or steam vents.
Role
Mastermind Controller
Built for
7

Gear

  • Crown of Fused Coins (Headwear, 1500 gp)A mass of gold and silver coins fused by mycelium. It is worth 1,500 gold if the fungus is carefully removed.
  • Staff of the Warden (Staff, 500 gp)A heavy staff of petrified wood that acts as a +1 focus for nature-based spells.

Feats

Warcaster
Sentinel

Augmentations

Vault Interface (gives immunity to forced movement)

Notes for the game master

Amanita is stationary; tactical positioning of players is key.
Hallucinogenic Spores target Intelligence to bypass high-AC fighters.
Use Spore Servants to provide cover and flanking.

Tactics

  1. Opening

    Amanita starts by using Rapport Spores to ask the party to surrender their 'fleeting lives' for the sake of history. If they refuse, it uses Memory-Drain Spores immediately to scatter them.

  2. Mid-fight

    It uses Vault Protocols to isolate healers or spellcasters behind iron grates while its Spore Servants engage the front line.

  3. End of the fight

    As it nears 30 HP, Amanita releases a massive burst of psychic energy, screaming the forgotten names of dwarven kings, and uses Multiattack to keep foes at bay with its reach.

  4. Retreat

    Being fused to the vault, Amanita cannot flee. If reduced to 0 HP, it dissolves into a cloud of peaceful spores that grant a temporary psychic link to the vault's history.

How it fights

Prioritize targets with low Intelligence for the Confusion effect.
Use shifting floors to pull melee characters away from Amanita.
Always keep at least two Spore Servants active to handle opportunity attacks.

Who it attacks first

Wizards (high threat to plant life)
Clerics (cleansing spores)
Fighters (sustained melee damage)

Works well with

Quaggoth Spore Servants (High damage tanks)
Violet Fungus (Static area denial)
Clockwork Guardians (Dwarven constructs that Amanita can partially control)

How to beat it

Fireball or Wall of Fire
Protection from Poison
Ranged attacks from beyond 30 feet

Ways to avoid a fight

Players can offer a high-Intelligence character's memories via a psychic link in exchange for safe passage.
Providing the Sovereign with an ancient book or relic might appease it.

Ecology

A massive mushroom with a stalk thick as a pillar, its flesh a pale ivory marbled with bronze-colored veins. Its cap is bioluminescent indigo, draped in a crown of ancient gold coins held together by sticky mycelium. The lower half of its body is inextricably grown into the rusted gears and granite levers of a dwarven vault's central dais. It grips a heavy staff of grey petrified wood that pulses with a faint green light.

Behavior

Stately and stationary, Amanita speaks in a resonant psychic chorus. It views all living things as fleeting vessels of memory that must be 'archived' into its collective spore-consciousness to prevent the tragedy of forgetting.

How it lives

Amanita has replaced the mechanical oil of the vault with fungal enzymes and nutrients, turning the entire structure into a semi-biological organism that sustains its myconid colony.

Lair

The Great Vault of Khaz-Durin. The room is filled with shifting stone tiles, steam vents, and thick carpets of moss that dampen sound.

Habitat
Abandoned Dwarven Vaults, Subterranean Ruins

Signs that it is near

A heavy smell of damp earth and metallic iron.
Wall carvings partially obscured by pulsating purple lichen.
Rhythmic ticking sounds coming from within fleshy fungal growths.
Floating clouds of shimmering gold-colored spores.

Tags

Boss,
Construct-Adjacent,
Tactician

Lore

When the dwarves of Khaz-Durin were forced to flee a deep-rock blight, they left behind their records. A nomadic circle of myconids found the vault. Amanita, their leader, realized that the vault's cold stone held memories of the dwarves. To better understand them, Amanita merged with the vault's main control node, becoming the Memory-Warden.

What drives it

To protect the historical records of the fallen vault and to 'recruit' new memories from the minds of any explorers who stumble upon it.

After the fight

Upon Amanita's death, the vault's mechanical systems seize up and groan. The bioluminescence fades, and the spores settle like dust. For a brief moment, the players experience a flood of dwarven memories: feasts, wars, and the final moments of the vault's abandonment.

“Amanita, their leader, realized that the vault's cold stone held memories of the dwarves.”
From its lore

Variants

Blight-Ridden Amanita: Fuses with a vault full of necromantic energy; deals necrotic damage instead of poison.
Steam-Powered Amanita: Integrated into a boiler system; gains a breath attack that deals fire/steam damage.

Hooks

Plot hooks

The party is hired to retrieve a lost ledger of dwarven gold, currently held in Amanita's psychic grip.
A scholar disappeared in the mines; he is now Amanita's favorite 'archivist' spore-servant.
The vault's cooling system is failing, threatening to release a cloud of hallucinogenic spores into the nearby town.

How to use it

Final boss of an Underdark-themed dungeon.
A moral dilemma encounter where players must decide if preserving history justifies the myconid's methods.

Treasure

Crown of Fused Coins (1,500 gp)
3x Sapphires (500 gp each) hidden inside the stalk
Staff of the Warden
Ancient Dwarven Map to a deeper vault

Media

0 images

No images yet.

Visual sheet

Turn Amanita the Memory-Warden into a sheet

A high-res, share-ready sheet you can post or print.