First form, Acid spitter abomination:
Cost: 5 (I guess)
Hp 40
Power 8 (chemical, spits acid from some sort of fungi pipes or smt)
Range: 3
Actions: 2
Armor 0/0/3
Speed 3, can waterwalk at speed 1
Psychic resistance 0%
Bonus to mechanical units and buildings: 50%
Passive weapons effect: acid (-4 hp, effects ground units and buildings, 50% bonus to mechanical and buildings, lasts 4 turns, remove with mend/heal?)
Tentacle morp: transfrom to Tentacle abomination
Transport morp: transform to Transport abomination
Tentacle abomination
Cost: --,,--
Hp: 40 (would like to make it higher for this from but it might get wierd if values in forms are different so I'm using armors)
Power: 5 (physical, give it a bunch of wierd tentacles - maybe doesn't really fit myconids but any animal form doesn't fit it, so we have free hand
)
Range: 1
Actions: 3
Armor: 3/3/5
Speed: 3, can waterwalk at speed 1
Psychic resistance: 0%
Bonus to infantry: 50%
Long tentacle - an ability using 2 actions, usually power and bonus, but 2 range, cooldown: 1
Acid morp: transfrom to Acid spitter abomination
Transport morp: transform to Transport abomination
Transport abomination
Cost: --,,--
Hp: 40
Power: 0 (instead of weaponary it creates thick walled room in itself when it can store allies))
Range: 1
Actions: 1
Armor: 5/5/7
Speed: 3, can waterwalk at speed 1
Psychic resistance: 0%
Carry capacity: 2, can carry infantry sized stuff
Acid morp: transfrom to Acid spitter abomination
Tentacle morp: transform to Tentacle abomination
All buildable in whatever will be myconid factory for such monsters and drop the normal corpse with right weapon type (I guess no weapons for the transport one)
I'm not sure how the different actions count will work, we will need to test it. If something works wierd we can either change it or make transform abilities take more actions in some of forms.
This repulsive, gigantic fungi monster can morph to fulfil different roles on battlefield. From spitting big quantities of acid at mid range to destroy enemy buildings and vehicles, through tentacle attacks that can deal significant damage to infantries at low and mid low range to safely transporting allied infantries inside itself.