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.

LargePlant(Myconid)CR HardLawful Neutral

Amanita the Memory-Warden

BossConstruct-AdjacentTactician
HP136AC17SPD0 ft. (fused to vault)CRHardHistoryInsightPerception
STR
14
DEX
10
CON
18
save
INT
16
save
WIS
18
save
CHA
14
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.
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.
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.
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.
2nd level
Detect ThoughtsDivination Used to sift through the memories of intruders.
4th level
Hallucinatory TerrainIllusion Used to make the vault look like it did in its prime to lure victims.
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