Stat this up # 1


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Cleon

Legend
Shroomling Working Draft

Urdin Shroomling
Diminutive Fey
Hit Dice: ½d6+1 (2 hp)
Initiative: +4
Speed: 20 ft. (4 squares)
Armor Class: 18 (+4 size, +4 Dex, +x natural), touch 18, flat-footed 14
Base Attack/Grapple: +0/-15
Attack: Shortspear +8 melee (1d2-3) or shortspear +8 ranged (1d2-3)
Full Attack: Shortspear +8 melee (1d2-3) or shortspear +8 ranged (1d2-3)
Space/Reach: 1 ft./0 ft.
Special Attacks: Spell-like abilities, special quills, spores
Special Qualities: Damage reduction 5/cold iron, freedom from plants, low-light vision
Saves: Fort +1, Ref +6, Will +4
Abilities: Str 4, Dex 19, Con 13, Int 10, Wis 14, Cha 15
Skills: Knowledge (nature) +4, Hide +18, Listen +6, Move Silently +8*, Spot +6, Survival +4, Tumble +8
Feats: Track, Weapon Finesse (B)
Environment: Any forest or underground
Organization: Solitary, hunting party (2-8), or circle (5-20 plus 1 gorri shroomling)
Challenge Rating: 2
Treasure: No coins, standard goods, standard items
Alignment: Always neutral, often chaotic
Advancement: 1-3 HD (Tiny) or by character class
Level Adjustment: +3

A pale-blue creature the size and shape of a sprite with a feline face, whiskers, and large dark eyes. The top of its head resembles the broad white cap of a mushroom. Its legs and feet are likewise clad in white mushroom-like skin. Slung over its shoulder is a case containing several tiny spears.

Shroomlings are forest-dwelling fey with mushroom like heads. They can create magical spores in a similar fashion to myconids, but are not related to the mushroom folk. Reclusive creatures, shroomlings do not fight evil and ugliness like sprites do, but can be very aggressive in the defense of their homelands. They particularly dislike destructive vermin that threaten the plants and fungi they depend upon.

These stats describe the commonest type of shroomling, known as an urdin. An urdin who survives long enough will grow in size and strength and eventually transform into a gorri shroomling, easily identifiable by its red mushroom cap. Shroomlings live in small communities known as circles, each composed of a group of urdin led by a single gorri. They usually live in puffball-like dwellings they grow out of the soil from magical spores.

An urdin shroomling stands stands 1½ feet tall and weighs about 1 pound.

Urdin shroomlings speak Common, Terran and Sylvan.

Combat
Shroomling tactics rely on stealthy ambushes and hit-and-run attacks. They prefer to fight from a distance using spell-like abilities, spores, and thrown quills. A shroomling uses its trance quills against most opponents, reserving its venom quills for mortal enemies.

Freedom from Plants (Ex): A shroomling is immune to entanglement by plants, including plant monsters (such as an assassin vine) or magic that cause plants to entangle creatures (such as the Druid spell entangle).

Shroomlings may move through any sort of mundane undergrowth (natural thorns, briars, etc.) at their normal speed without taking damage or suffering any other impairment. Brush and overgrown areas that has been magically manipulated to impede movement will only affect a shroomling's movement if the effect causes damage, such as a wall of thorns spell.

Special Quills (Su)
Urdin shroomlings sometimes employ magically envenomed shortspears that can poison a creature they hit or put them into a trance.

Trance: An opponent struck by this quill takes no damage, but must succeed on a DC 14 Will save or become fascinated with a random object within 30 ft. The target stares raptly at the object of its interest for 2d4 rounds or the fascination effect is broken. The save DC is Charisma-based and includes a +2 racial bonus.

Venom: A venom quill does normal shortspear damage and transmits a nasty poison (injury, DC 14 Fortitude save, initial and secondary damage 1d2 Con, or 1d4 Con if the target is a Vermin). This venom is supernaturally fast, so the secondary damage takes effect after 1 round, not the 1 minute delay of standard poison. The save DC is Charisma-based and includes a +2 racial bonus.

Spell-Like Abilities (Sp): 3/day—create water, detect animals or plants and detect poison. Caster level 3rd.

Spores (Su)
Shroomling can produce several different varieties of spores, as described below. Unless otherwise stated, releasing a cloud of spores is a standard action. Each type of spore can be used a number of times per day equal to 1 plus the shroomling's Con modifier (minimum 1). Spores can be released either in a spread or as a ray against a single target, as noted in the individual spore descriptions, the range depends on the type of spore. The save DCs are Charisma-based.

Distress Spores
As an immediate action, a shroomling can emit a 40 ft. radius spread of spores that inform all other shroomlings in range of danger. Distress spores will instantly awaken shroomlings from sleep (normal or magical) but do not otherwise disturb concentration. They will not awaken an unconscious shroomling. If the spore-emitting shroomling is aware of a particular danger, all other shroomling with range are also aware of it. If the spore-emitting shroomling is not flatfooted against an opponent, none of the other shroomlings are. The effects of distress spores only last for 1 round.

Magic Mushrooms
These spores are produced in a 5 ft. radius spread and cause 1d4 mushrooms to spring from an area of rich soil within the spread. These mushrooms are highly nutritious and have mild healing properties, identical to berries transmuted by a goodberry spell (caster level 3rd). e.g. a magic mushroom is a normal meal's worth of nourishment for a Medium creature and also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.

Pesticide Spores
A shroomling can spit out a puff of spores with a range of 40 ft. which explodes in a 10 ft. radius spread. All creatures within the area must succeed at a DC 12 Fortitude save or be sickened for 1d4 rounds. In addition, the spores do 2d6 damage to any Vermin within the spread, or 3d6 to any swarm of Vermin. The damage is halved if the Vermin succeed at the Fortitude save. Pesticide spores are treated as a poison attack by creatures with immunity or resistance to poison.

Woodrot Spores
A shroomling can spit out spores in a 40 ft. ray that can cause wooden objects and plants to immediately decay, spouting mold and mushrooms. A living plant, plant creature or magical wooden object can negate the woodrot spores by succeeding on a DC 12 Fortitude save. Non-magical wooden objects get no save. Woodrot does 1d6 damage to plants and wooden objects (ignoring hardness). In addition, plant creatures take 1d3 Str and 1d3 Con damage, while wooden objects and living plants are softened, warped and weakened, gaining a -2 penalty on hardness (if any) and all skill checks, ability checks and attack rolls involving the rotted target have a -4 penalty. For example, a woodrotted quarterstaff has a -4 attack penalty and -2 to hardness, a woodrotted oak door has -2 to hardness and -4 to its Break DC.

Skills: Shroomlings have a +4 racial bonus on Move Silently checks. *In areas of forest or heavy brush, the Move Silently bonus improves to +8.

Gorri Shroomling
Tiny Fey
Hit Dice: 4d6+8 (22 hp)
Initiative: +4
Speed: 20 ft. (4 squares)
Armor Class: 19 (+2 size, +4 Dex, +3 natural [barkskin]), touch 16, flat-footed 15
Base Attack/Grapple: +2/-7
Attack: Shortspear +8 melee (1d3-1) or shortspear +8 ranged (1d3-1)
Full Attack: Shortspear +8 melee (1d3-1) or shortspear +8 ranged (1d3-1)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Spell-like abilities, special quills, spores
Special Qualities: Damage reduction 5/cold iron, freedom from plants, low-light vision
Saves: Fort +3, Ref +8, Will +7
Abilities: Str 8, Dex 19, Con 15, Int 12, Wis 16, Cha 17
Skills: Balance +6, Diplomacy +8, Jump +1, Knowledge (nature) +7, Hide +19, Listen +9, Move Silently +10*, Spot +9, Survival +6 (+8 underground), Tumble +9, Use Magic Item +8
Feats: Plant Defiance, Track, Weapon Finesse (B)
Environment: Any forest or underground
Organization: Solitary, ring (2-12), or circle (1 plus 5-20 shroomling)
Challenge Rating: 4
Treasure: No coins, standard goods, standard items
Alignment: Always neutral, often chaotic
Advancement: by character class
Level Adjustment: +4

A pale-blue creature the size and shape of a sprite. The top of its head resembles the broad cap of a mushroom and is covered in white and red skin. Beneath this "cap" is a feline face with large dark eyes and many whiskers, both long catlike whiskers on its muzzle and lush chin-whiskers akin to a beard. Its legs and feet are clad in mushroom-like skin like the crown of its head.

Gorri are the elders of the shroomling race. They occupy a revered leadership position, with each gorri usually having a circle of up to twenty urdin under its care. Every season, gorri leave their homes and gather together in council rings to discuss conditions in their forest. Should some calamity threaten the safety of the shroomlings, the gorri gather in an "out of season" ring to debate how to deal with it.

The areas of red on a gorri's fungus-like "cap" and "boots" grow larger and larger as the gorri ages. These red markings start on the gorri's scalp but eventually appear on its boots. Freshly ripened gorri have a white cap with red spots and all-white legs. Fully mature gorri have red caps with white spots and white boots with red embellishments. The oldest (and often most powerful) gorri have solid red caps and boots.

A gorri shroomling stands 2 to 3 feet tall and weighs about 3 pounds.

Combat
When possible, a gorri shroomling stays removed from active combat, creating fighting fungi to serve as its proxies in melee. It hangs back to cast magic, spores and quills, often supporting shroomling allies with battle spores and healing.

Barkskin (Su): Gorri shroomlings have a continuous barkskin ability as the spell (caster level HD+2). The effect can be dispelled, but the gorri can create it again on its next turn as a free action.

Special Quills (Su): A gorri shroomling can employ the following type of magically envenomed shortspear in addition to the quills available to an urdin shroomling.

Hallucination: An opponent struck by a hallucination quill takes no damage but is implanted with a nonlethal poison (injury, DC 17 Fortitude save, initial damage 1d4 Wis and 1d4 rounds of confusion, secondary damage 1d4 Int and 1d4 minutes of confusion). This poison is supernaturally fast, so the secondary damage takes effect after 1 round, not the 1 minute delay of standard poison. The save DC is Charisma-based and includes a +2 racial bonus.

Spell-Like Abilities (Sp): 3/day—entangle (DC 14), speak with plants, tree stride, wood shape (DC 15). Caster level 6th. The save DCs are Charisma-based.

Spores (Su): A gorri shroomling can produce the following types of spores in addition to the spore types available to an Urdin shroomling.

Battle Powder Spores
A gorri shroomling can spit out a puff of spores with a range of 40 ft. which explodes in a 10 ft. radius spread. All shroomlings within the spread are imbued with strength and skill in combat for a duration of 1d6 rounds plus the gorri's Charisma bonus. Their base attack bonus becomes equal to their Hit Dice (which may give them additional attacks) and they gain a +4 enhancement bonus to Strength.

Fighting Fungus Spores
A gorri shroomling can spit a ray of spores with a 40 ft. range. If this ray hits a mass of lifeless organic material weighing at least 200 pounds (such as a forest floor rich in humus, a dead tree trunk, or a Medium sized humanoid corpse) the spores instantly germinate and a strange multi-armed fungus grows from the material within 1d3 rounds. this fungus has the statistics of a violet fungus except it lacks a poison special attack. The fighting fungus behaves like a creature summoned with a summon nature's ally spell, attacking the gorri's opponents to the best of its ability. The gorri can use speak with plants to communicate with the creature and direct it not to attack, to attack particular enemies, or to perform other actions. A fighting fungus decomposes to harmless pulp 1d10+10 rounds after it appears.

Fungal Creation Spores
As a full round action, a gorri shroomling can spray a complex pattern of spores that grow into a building or object made of dense fungus material. The spores must have sufficient organic material (dead wood, rich loam, corpses, et cetera) to transform into whatever the gorri is trying to create. A fungal building requires roughly 200 pounds of raw material per 5 ft. square of construction.

Used for building, the gorri can erect a toadstool- or puffball-like hut up to 10 ft. in diameter and 5 ft. tall; a tower 5 ft. in diameter and 10 ft. tall, a ledge or wall up to 40 ft. long and 5 ft. wide or tall, a bridge 5 ft. wide spanning a gap up to 20 ft., or any other construction of similar size. The walls and floor of such fungal constructions are as tough as thin, soft wood (hardness 5, Break DC 13, 10 hit points per 5 ft. section). The building can include doors, windows, shutters, gates and the like, but these are part of a whole construction, joined to it by fleshy fungal hinges. The construction must be rooted in soil, and crumbles to powder within an hour if it is uprooted. as will any part cut away from the whole.

Used for manufacture, the gorri can create nonmagical objects of nonliving fungal matter with the physical properties of wood. The gorri can manufacture objects up to 300 pounds in weight or 12 cubic feet in volume. It can manufacture multiple objects (up to 50), but they must be identical. Fungal creation can create complex shapes, but nothing with any moving parts. It can not create "fungal armour" and the only weapons it can manufacture are clubs, staves, darts, javelins, and spears. In other respects, this ability is equivalent to a minor creation spell (caster level 12th).

A gorri's fungal creations normally last for 1d4+12 days before they crumble to powder. However, a shroomling can spray Magic Mushroom, Healing Spores or Fungal Creation Spores on an existing fungal creation to grants it a duration of 1d4 days plus the spores' caster level. The durations do not stack. (i.e. if a creation has 4 days of duration left, the dose of spores must roll 5+ on the d4+CL check to increase the duration of the fungal creation). If a shroomling uses spores to extend the life of a fungal creation the spores do not create their normal effects (i.e. Magic Mushrooms do not also sprout healing mushrooms).

Healing Spores
A gorri shroomling can produce spores with magical healing properties as a ray with an 40 foot range. The healing spores have the same effect as a conjuration (healing) cleric spell of caster level 6th, but require no spell components, and their save DCs (where applicable) are Charisma-based. Gorri healing spores can duplicate any one of the following: cure light wounds, cure minor wounds, cure moderate wounds, delay poison, lesser restoration, neutralize poison, remove blindness/deafness, remove disease.

Alternatively, the gorri can use these spores to cause a "healing mushroom" to spring from any area of rich soil within range. The mushroom functions identically to a potion containing the healing spell, and can be dried or pickled and still retain its magical properties. The gorri must pay experience points equal to the normal XP cost of the potion.
 
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freyar

Extradimensional Explorer
Rather than having the spears/quills carry poison, I was thinking they could be magical, like a pixie's sleep arrows. So I pretty much like Nookie's draft of that ability. ;)

I would probably also combine the spore abilities into one, and I'm ok with making those poison.
 





Cleon

Legend
Rather than having the spears/quills carry poison, I was thinking they could be magical, like a pixie's sleep arrows. So I pretty much like Nookie's draft of that ability. ;)

Actually, a 3E Pixie's special arrows are Extraordinary, not magical. But that's just weird.

I don't much care for the on/off hypnotism shortspear mechanism. That spell is quite messy in its effects. I'd rather something like this:

Special Quills
Urdlings sometimes employ shortspears that deal no damage but can but a creature into a trance.

Trance: An opponent struck by this quill must succeed on a DC X Will save or become fascinated with a random object within 30 ft. The target stares raptly at the object of its interest for 2d4 rounds or the fascination effect is broken. The save DC is Charisma-based and includes a +Y racial bonus.

I would probably also combine the spore abilities into one, and I'm ok with making those poison.

We'd better rough something out, then.
 

freyar

Extradimensional Explorer
That seems pretty good, but I'd like to add the (Su) to it. I also think the target should maybe get a new save if attacked.
 


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