ASCOMOID |
|
Large Plant |
|
Hit Dice: 6d8+18 (45 hp) |
|
Initiative: +1 (Dex) |
|
Speed: 30 ft |
|
AC: 17 (-1 size, +1 Dex, +7 natural) |
|
Attacks: Trample +5 melee (see text) |
|
Damage: Trample 1d6+3 |
|
Face/Reach: 10 ft by 10 ft/0 ft (30 ft with spores) |
|
Special Attacks: Spores, trample 1d6+3 |
|
Special Qualities: Plant, weapon immunities, resist fire and electricity, tremorsense |
|
Saves: Fort +8, Ref +3, Will +2 |
|
Abilities: Str 14, Dex 13, Con 17, Int 1, Wis 11, Cha 1 |
|
|
|
Climate/Terrain: Any underground |
|
Organization: Solitary |
|
Treasure: 1/10 coins; 50% goods; 50% items |
|
Alignment: Always neutral (evil tendencies) |
|
Advancement: 7-13 HD (Large); 14-18 HD (Huge) |
|
|
|
The ascomoid appears as a 10-foot wide puffball-like fungus with a brownish-green surface. The ascomoid is covered with small pocks that serve as sensory organs. |
|
|
COMBAT |
|
The ascomoid attacks by rolling over its opponents. It can fire a jet of spores from the pocks on its skin. |
|
Spores (Ex): line, 30 feet; billows into 20-foot diameter cloud upon impacting a solid surface; Fortitude save (DC 16) or die in 1d4 rounds from spore infection. On a successful save foes are blinded and nauseated 1d4 rounds. |
|
Trample (Ex): An ascomoid can trample Medium-size or smaller opponents for 1d6+3 points of damage. Opponents who do not make attacks of opportunity against the ascomoid can attempt a Reflex save (DC 16) to halve the damage. |
|
Weapon Immunities (Ex): Ascomoids take no damage from blunt weapons and half damage from slashing weapons. |
|
Resist Fire and Electricity (Ex): An ascomoid receives a +4 resistance bonus on all saves against fire and lightning. |
|
Tremorsense (Ex): An ascomoid can automatically sense the location of anything within 60 feet that is in contact with the ground. |
|
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits. |
|
|
|
|
|
The Ascomoid first appeared in the 1e MM II (Gary Gygax, 1983). |