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The mycotic seed
The center of the mycotic system. Once upon a time it was a person, but after letting the seed of corruption in, their only goal in life is to spread the colony and absorb as many creatures and places as possible. Its intrinsic connection to the mycotic system makes them very hard to surprise.
Regeneration. The Mycotic seed regains 10 Hit Points at the start of each of its turns. If the revenant takes Fire or Radiant damage, this trait doesn't function at the start of its next turn. Its body is destroyed only if it starts its turn with 0 Hit Points and doesn't regenerate
Body control. If the target has been afected by spore bomb and has and accumulated -5 effect, the Seed can control one of its offensive actions and redirect it towards anyone it chooses. The Seed can only choose one creature per one of its turns unless a creature has a -10 of spore bomb effect, then its basically under the Seed's control.
Actions
Multiattack. The Seed makes two Suffocate attacks
Rotting Touch. Melee Attack Roll: +2, reach 10 ft. Hit: 1d8 Necrotic Damage.
Weak Spore Bomb. (Recharge 5-6). Constitution Saving Throw: DC 10, each creature in a 30ft range from where the fungus infected person can see, with a 10 ft radius center is affected. Failure: 2d6 Necrotic damage, and the target has a -1 disadvantage going forward to any saving thow against any type of Spore Bomb, unless they regain all their hit points via a rest or a healing spell; healing potions do not remove this disadvantage.
Suffocate. Melee attack roll: +8, reach 10ft. Hit: 1d10+5 Bluggeoning damage plus 3d6 Necrotic damage. If the target equals or is smaller than the Seed, it has the Grappled condition (escape DC 15). Until the grapple ends, the target is suffocating. The Seed can have up to two targets Grappled in this way at a time.
Invitation. Charisma Saving Throw: DC 17 (minus any effect caused by a Spore Bomb), each creature in a 60ft Cone. Failure: The Target is teleported inside the revenats space, and receives damage akin to a Weak Spore Bomb but without the saving throw each Seed's turn. The trapped creature has disadvantage to escape (Dexterity Saving Throw: 15).