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<blockquote data-quote="the Jester" data-source="post: 6072767" data-attributes="member: 1210"><p>Here is the revised violet fungus, along with other fungi types.</p><p></p><p><strong><span style="font-size: 18px">FUNGUS</span> </strong></p><p><strong> Source: </strong>1e Monster Manual (violet fungus), 3e Monster Manual (phantom fungus), online Creature Catalogue (fungus hulk)</p><p></p><p>There are an abundance of dangerous fungi to be found in the caverns and dungeons of the world, with a great range of forms and nature. Whle many types of fungus can be harvested for food, poison or drugs, the ones here are as likely to eat a dwarf or goblin as the other way around.</p><p> </p><p>Other noteworthy types of fungal monsters or hazards that appear elsewhere include myconids (Monster Manual 2, Underdark), phycomids (P2: Demon Queen's Enclave), and some traps, hazards and terrain features. </p><p></p><p><strong><span style="font-size: 15px">Violet Fungus --- Level 3 Lurker </span></strong> </p><p>Medium natural animate (blind, plant) --- XP 150 </p><p>HP 42; Bloodied 21 Initiative +2</p><p>AC 17; Fortitude 17; Reflex 11; Will 15 Perception +1</p><p>Speed 3 Tremorsense 6 (blind)</p><p>Immune poison</p><p></p><p><strong>TRAITS </strong></p><p><strong>Camouflage</strong> </p><p> The violet fungus resembles an inoffensive (albeit large) cave mushroom and always appears mixed in with other, similar fungi. It requires a Dungeoneering check, DC 16, or a Perception check, DC 21, to spot a violet fungus before it attacks.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Rotting Slam (necrotic) * At Will</strong></p><p> Attack: Melee 2 (one creature); +8 vs. AC.</p><p> Hit: 1d8+5 damage. If the target cannot see the violet fungus, the target also takes ongoing 5 necrotic damage (save ends).</p><p></p><p><strong>Blend In * At Will</strong></p><p> Effect: The violet fungus shifts up to 2 squares and regains its camouflage.</p><p></p><p><strong>(close) Violet Burst (poison) * Encounter</strong></p><p> Attack: Close burst 3 (each creature in the burst); +4 vs. Fortitude. </p><p> Hit: The target is blinded and slowed (save ends both).</p><p> Miss: The target is blinded until the beginning of its next turn.</p><p>---</p><p>Str 13 Dex 5 Wis 10</p><p>Con 18 Int 1 Cha 3</p><p>Alignment unaligned Languages -</p><p></p><p><strong><span style="font-size: 15px">Ascomoid --- Level 4 Skirmisher </span></strong> </p><p>Medium natural beast (blind, plant) --- XP 175 </p><p>HP 56; Bloodied 28 Initiative +4</p><p>AC 18; Fortitude 16; Reflex 16; Will 16 Perception +2</p><p>Speed 4 (see also gather momentum) Tremorsense 12</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(melee) Rolling Attack * At Will</strong></p><p> Effect: The ascomoid moves at least half of its speed and up to its speed.</p><p> Attack: Melee 1 (one creature); +9 vs. AC.</p><p> Hit: 2d8+3 damage.</p><p></p><p><strong>(ranged) Spore Jet (poison) * At Will</strong></p><p> Attack: Ranged 4 (one creature); +7 vs. Fortitude.</p><p> Hit: 1d10+7 poison damage.</p><p></p><p><strong>MOVE ACTIONS </strong></p><p><strong>Gather Momentum * At Will</strong></p><p> Effect: The ascomoid moves its full speed. Starting at the beginning of its next turn, the ascomoid gains a +1 bonus to speed until it does not move its full speed on its turn or until the end of the encounter. This bonus stacks up to a maximum of +6.</p><p>---</p><p>Str 19 Dex 10 Wis 10</p><p>Con 16 Int 1 Cha 3</p><p>Alignment unaligned Languages -</p><p></p><p><strong><span style="font-size: 15px">Phantom Fungus --- Level 6 Lurker </span></strong> </p><p>Medium natural animate (plant) --- XP 250 </p><p>HP 58; Bloodied 29 Initiative +10</p><p>AC 17; Fortitude 16; Reflex 20; Will 13 Perception +3</p><p>Speed 6 Blindsight 6</p><p></p><p><strong>TRAITS </strong></p><p><strong>Invisibility (illusion) </strong></p><p> The phantom fungus is invisible as long as it is alive. If it does not make a Stealth check to hide, opponents can detect what square it is in, but they suffer a -5 penalty to attacks against it.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Bite * At Will</strong></p><p> Attack: Melee 1 (one creature); +11 vs. AC.</p><p> Hit: 3d6+3 damage, or 4d6+3 if the phantom fungus is hidden from the target. </p><p></p><p><strong>Stalk * At Will</strong></p><p> Effect: The phantom fungus makes a Stealth check to hide, then shifts up to 3 squares to a space adjacent to an enemy. Until the start of the phantom fungus' next turn, if that enemy moves, the phantom fungus may make a Stealth check to hide and shift up to its speed to a space adjacent to that enemy as an opportunity action. </p><p>---</p><p>Skills Stealth + 11</p><p>Str 14 Dex 16 Wis 11</p><p>Con 16 Int 2 Cha 9 </p><p>Alignment unaligned Languages -</p><p></p><p><strong><span style="font-size: 15px">Phantom Fungus Stalker --- Level 6 Solo Lurker </span></strong> </p><p>Medium natural animate (plant) --- XP 1,250 </p><p>HP 232; Bloodied 116 Initiative +10</p><p>AC 17; Fortitude 16; Reflex 20; Will 13 Perception +3</p><p>Speed 6 Blindsight 6</p><p></p><p><strong>TRAITS </strong></p><p><strong>Invisibility (illusion) </strong></p><p> The phantom fungus is invisible as long as it is alive. If it does not make a Stealth check to hide, opponents can detect what square it is in, but they suffer a -5 penalty to attacks against it.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Bite * At Will</strong></p><p> Attack: Melee 1 (one creature); +11 vs. AC.</p><p> Hit: 3d6+3 damage, or 4d6+3 if the phantom fungus is hidden from the target. </p><p></p><p><strong>Quick Bite * At Will</strong></p><p> Effect: The phantom fungus stalker uses bite twice.</p><p></p><p><strong>Stalk * At Will</strong></p><p> Effect: The phantom fungus makes a Stealth check to hide, then shifts up to 3 squares to a space adjacent to an enemy. Until the start of the phantom fungus' next turn, if that enemy moves, the phantom fungus may make a Stealth check to hide and shift up to its speed to a space adjacent to that enemy as an opportunity action. </p><p></p><p><strong>MINOR ACTIONS </strong></p><p><strong>(close) Vent Spores (poison) * At Will</strong></p><p> Attack: Close burst 1 (each creature in burst); +7 vs. Fortitude. </p><p> Hit: 2d6+2 poison damage. On a critical hit, the target is also dazed (save ends).</p><p></p><p><strong>TRIGGERED ACTIONS </strong></p><p><strong>Invisible Dodge * Recharge 5 6 while bloodied</strong></p><p> Trigger: The phantom fungus is targeted by an attack.</p><p> Effect (Immediate Interrupt): The phantom fungus shifts 1 square.</p><p>---</p><p>Skills Stealth + 11</p><p>Str 14 Dex 16 Wis 11</p><p>Con 16 Int 2 Cha 9 </p><p>Alignment unaligned Languages -</p><p></p><p><strong><span style="font-size: 15px">Ascomoid Flattener --- Level 13 Skirmisher </span></strong> </p><p>Medium natural beast (blind, plant) --- XP 600 </p><p>HP 132; Bloodied 66 Initiative +10</p><p>AC 27; Fortitude 26; Reflex 26; Will 23 Perception +8</p><p>Speed 4 (see also gather momentum) Tremorsense 12</p><p></p><p><strong>TRAITS </strong></p><p><strong>Rolling Movement</strong></p><p> The ascomoid flattener gains a +4 bonus to defenses against opportunity attacks provoked by movement.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(melee) Rolling Attack * At Will</strong></p><p> Effect: The ascomoid moves at least half of its speed and up to its speed.</p><p> Attack: Melee 1 (one creature); +18 vs. AC.</p><p> Hit: 4d8+3 damage.</p><p></p><p><strong>(melee) Flatten * At Will</strong></p><p> Requirement: The ascomoid must have moved at least half its speed this turn.</p><p> Attack: Melee 1 (one creature); +16 vs. Fortitude.</p><p> Hit: 2d10+5 damage, the ascomoid pushes the target 1 square and the target falls prone.</p><p></p><p><strong>(melee) Jetting Charge * Encounter</strong></p><p> Effect: The ascomoid flattener charges and makes the following attack in place of a basic attack.</p><p> Attack: Melee 1 (one creature); +18 vs. AC.</p><p> Hit: 4d8+12 damage, the ascomoid pushes the target up to 4 squares and the target falls prone.</p><p></p><p><strong>(ranged) Spore Jet (poison) * At Will</strong></p><p> Attack: Ranged 4 (one creature); +16 vs. Fortitude. </p><p> Hit: 3d10+5 poison damage.</p><p></p><p><strong>MOVE ACTIONS </strong></p><p><strong>Gather Momentum * At Will</strong></p><p> Effect: The ascomoid moves its full speed. Starting at the beginning of its next turn, the ascomoid gains a +1 bonus to speed until it does not move its full speed on its turn or until the end of the encounter. This bonus stacks up to a maximum of +6.</p><p></p><p><strong>TRIGGERED ACTIONS </strong></p><p><strong>(close) Reflexive Discharge (poison) * Encounter</strong></p><p> Trigger: The ascomoid becomes bloodied.</p><p> Attack (Immediate Reaction): Close burst 1 (each creature in the burst); +14 vs. Fortitude.</p><p> Hit: 3d10+6 poison damage, plus ongoing 10 poison damage and the target is dazed (save ends both).</p><p>---</p><p>Str 23 Dex 15 Wis 15</p><p>Con 20 Int 1 Cha 3</p><p>Alignment unaligned Languages -</p><p></p><p><strong><span style="font-size: 15px">Fungus Hulk --- Level 14 Brute</span></strong> </p><p>Large natural humanoid (plant) --- XP 700 </p><p> A fungus hulk is a mass of fungal matter with a giant puffball where a humanoid's head would be. If a cloak or blanket is thrown over the thing's body, a fungus hulk can easily be mistaken for an ogre or similar large humanoid in poor lighting. </p><p>HP 168; Bloodied 84 Initiative +12</p><p>AC 25; Fortitude 29; Reflex 26; Will 24 Perception +10</p><p>Speed 6 Low-light vision</p><p>Resist 20 fire</p><p><strong></strong></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Violet Claw (acid, poison) * At Will</strong></p><p> Attack: Melee 2 (one creature); +19 vs. AC.</p><p> Hit: 4d6+10 damage and the fungus hulk makes a secondary attack against the target.</p><p> Secondary Attack: Melee 2 (the primary target); +17 vs. Fortitude.</p><p> Hit: Ongoing 10 acid and poison damage (save ends). Plants are immune to this damage.</p><p></p><p><strong>Violet Rend * Recharges when first bloodied</strong></p><p> Effect: The fungus hulk uses violet claw twice against the same target. If both attacks hit, the target is weakened until the end of its next turn, and the secondary attack deals ongoing 15 acid and poison damage (save ends).</p><p></p><p><strong>TRIGGERED ACTIONS </strong></p><p><strong>(close) Violet End (acid, poison) * At Will </strong></p><p> Trigger: The fungus hulk drops to 0 hit points.</p><p> Attack (No Action): Close burst 2 (each creature in burst); +15 vs. Fortitude.</p><p> Hit: 3d10+7 acid and poison damage, plus ongoing 10 acid and poison damage (save ends).</p><p> Miss: Half damage, plus ongoing 5 acid and poison damage (save ends).</p><p>---</p><p>Str 24 Dex 20 Wis 16</p><p>Con 18 Int 6 Cha 7 </p><p>Alignment unaligned Languages -</p></blockquote><p></p>
[QUOTE="the Jester, post: 6072767, member: 1210"] Here is the revised violet fungus, along with other fungi types. [B][SIZE=5]FUNGUS[/SIZE] Source: [/B]1e Monster Manual (violet fungus), 3e Monster Manual (phantom fungus), online Creature Catalogue (fungus hulk) There are an abundance of dangerous fungi to be found in the caverns and dungeons of the world, with a great range of forms and nature. Whle many types of fungus can be harvested for food, poison or drugs, the ones here are as likely to eat a dwarf or goblin as the other way around. Other noteworthy types of fungal monsters or hazards that appear elsewhere include myconids (Monster Manual 2, Underdark), phycomids (P2: Demon Queen's Enclave), and some traps, hazards and terrain features. [B][SIZE=4]Violet Fungus --- Level 3 Lurker [/SIZE][/B] Medium natural animate (blind, plant) --- XP 150 HP 42; Bloodied 21 Initiative +2 AC 17; Fortitude 17; Reflex 11; Will 15 Perception +1 Speed 3 Tremorsense 6 (blind) Immune poison [B]TRAITS Camouflage[/B] The violet fungus resembles an inoffensive (albeit large) cave mushroom and always appears mixed in with other, similar fungi. It requires a Dungeoneering check, DC 16, or a Perception check, DC 21, to spot a violet fungus before it attacks. [B]STANDARD ACTIONS (mbasic) Rotting Slam (necrotic) * At Will[/B] Attack: Melee 2 (one creature); +8 vs. AC. Hit: 1d8+5 damage. If the target cannot see the violet fungus, the target also takes ongoing 5 necrotic damage (save ends). [B]Blend In * At Will[/B] Effect: The violet fungus shifts up to 2 squares and regains its camouflage. [B](close) Violet Burst (poison) * Encounter[/B] Attack: Close burst 3 (each creature in the burst); +4 vs. Fortitude. Hit: The target is blinded and slowed (save ends both). Miss: The target is blinded until the beginning of its next turn. --- Str 13 Dex 5 Wis 10 Con 18 Int 1 Cha 3 Alignment unaligned Languages - [B][SIZE=4]Ascomoid --- Level 4 Skirmisher [/SIZE][/B] Medium natural beast (blind, plant) --- XP 175 HP 56; Bloodied 28 Initiative +4 AC 18; Fortitude 16; Reflex 16; Will 16 Perception +2 Speed 4 (see also gather momentum) Tremorsense 12 [B]STANDARD ACTIONS (melee) Rolling Attack * At Will[/B] Effect: The ascomoid moves at least half of its speed and up to its speed. Attack: Melee 1 (one creature); +9 vs. AC. Hit: 2d8+3 damage. [B](ranged) Spore Jet (poison) * At Will[/B] Attack: Ranged 4 (one creature); +7 vs. Fortitude. Hit: 1d10+7 poison damage. [B]MOVE ACTIONS Gather Momentum * At Will[/B] Effect: The ascomoid moves its full speed. Starting at the beginning of its next turn, the ascomoid gains a +1 bonus to speed until it does not move its full speed on its turn or until the end of the encounter. This bonus stacks up to a maximum of +6. --- Str 19 Dex 10 Wis 10 Con 16 Int 1 Cha 3 Alignment unaligned Languages - [B][SIZE=4]Phantom Fungus --- Level 6 Lurker [/SIZE][/B] Medium natural animate (plant) --- XP 250 HP 58; Bloodied 29 Initiative +10 AC 17; Fortitude 16; Reflex 20; Will 13 Perception +3 Speed 6 Blindsight 6 [B]TRAITS Invisibility (illusion) [/B] The phantom fungus is invisible as long as it is alive. If it does not make a Stealth check to hide, opponents can detect what square it is in, but they suffer a -5 penalty to attacks against it. [B]STANDARD ACTIONS (mbasic) Bite * At Will[/B] Attack: Melee 1 (one creature); +11 vs. AC. Hit: 3d6+3 damage, or 4d6+3 if the phantom fungus is hidden from the target. [B]Stalk * At Will[/B] Effect: The phantom fungus makes a Stealth check to hide, then shifts up to 3 squares to a space adjacent to an enemy. Until the start of the phantom fungus' next turn, if that enemy moves, the phantom fungus may make a Stealth check to hide and shift up to its speed to a space adjacent to that enemy as an opportunity action. --- Skills Stealth + 11 Str 14 Dex 16 Wis 11 Con 16 Int 2 Cha 9 Alignment unaligned Languages - [B][SIZE=4]Phantom Fungus Stalker --- Level 6 Solo Lurker [/SIZE][/B] Medium natural animate (plant) --- XP 1,250 HP 232; Bloodied 116 Initiative +10 AC 17; Fortitude 16; Reflex 20; Will 13 Perception +3 Speed 6 Blindsight 6 [B]TRAITS Invisibility (illusion) [/B] The phantom fungus is invisible as long as it is alive. If it does not make a Stealth check to hide, opponents can detect what square it is in, but they suffer a -5 penalty to attacks against it. [B]STANDARD ACTIONS (mbasic) Bite * At Will[/B] Attack: Melee 1 (one creature); +11 vs. AC. Hit: 3d6+3 damage, or 4d6+3 if the phantom fungus is hidden from the target. [B]Quick Bite * At Will[/B] Effect: The phantom fungus stalker uses bite twice. [B]Stalk * At Will[/B] Effect: The phantom fungus makes a Stealth check to hide, then shifts up to 3 squares to a space adjacent to an enemy. Until the start of the phantom fungus' next turn, if that enemy moves, the phantom fungus may make a Stealth check to hide and shift up to its speed to a space adjacent to that enemy as an opportunity action. [B]MINOR ACTIONS (close) Vent Spores (poison) * At Will[/B] Attack: Close burst 1 (each creature in burst); +7 vs. Fortitude. Hit: 2d6+2 poison damage. On a critical hit, the target is also dazed (save ends). [B]TRIGGERED ACTIONS Invisible Dodge * Recharge 5 6 while bloodied[/B] Trigger: The phantom fungus is targeted by an attack. Effect (Immediate Interrupt): The phantom fungus shifts 1 square. --- Skills Stealth + 11 Str 14 Dex 16 Wis 11 Con 16 Int 2 Cha 9 Alignment unaligned Languages - [B][SIZE=4]Ascomoid Flattener --- Level 13 Skirmisher [/SIZE][/B] Medium natural beast (blind, plant) --- XP 600 HP 132; Bloodied 66 Initiative +10 AC 27; Fortitude 26; Reflex 26; Will 23 Perception +8 Speed 4 (see also gather momentum) Tremorsense 12 [B]TRAITS Rolling Movement[/B] The ascomoid flattener gains a +4 bonus to defenses against opportunity attacks provoked by movement. [B]STANDARD ACTIONS (melee) Rolling Attack * At Will[/B] Effect: The ascomoid moves at least half of its speed and up to its speed. Attack: Melee 1 (one creature); +18 vs. AC. Hit: 4d8+3 damage. [B](melee) Flatten * At Will[/B] Requirement: The ascomoid must have moved at least half its speed this turn. Attack: Melee 1 (one creature); +16 vs. Fortitude. Hit: 2d10+5 damage, the ascomoid pushes the target 1 square and the target falls prone. [B](melee) Jetting Charge * Encounter[/B] Effect: The ascomoid flattener charges and makes the following attack in place of a basic attack. Attack: Melee 1 (one creature); +18 vs. AC. Hit: 4d8+12 damage, the ascomoid pushes the target up to 4 squares and the target falls prone. [B](ranged) Spore Jet (poison) * At Will[/B] Attack: Ranged 4 (one creature); +16 vs. Fortitude. Hit: 3d10+5 poison damage. [B]MOVE ACTIONS Gather Momentum * At Will[/B] Effect: The ascomoid moves its full speed. Starting at the beginning of its next turn, the ascomoid gains a +1 bonus to speed until it does not move its full speed on its turn or until the end of the encounter. This bonus stacks up to a maximum of +6. [B]TRIGGERED ACTIONS (close) Reflexive Discharge (poison) * Encounter[/B] Trigger: The ascomoid becomes bloodied. Attack (Immediate Reaction): Close burst 1 (each creature in the burst); +14 vs. Fortitude. Hit: 3d10+6 poison damage, plus ongoing 10 poison damage and the target is dazed (save ends both). --- Str 23 Dex 15 Wis 15 Con 20 Int 1 Cha 3 Alignment unaligned Languages - [B][SIZE=4]Fungus Hulk --- Level 14 Brute[/SIZE][/B] Large natural humanoid (plant) --- XP 700 A fungus hulk is a mass of fungal matter with a giant puffball where a humanoid's head would be. If a cloak or blanket is thrown over the thing's body, a fungus hulk can easily be mistaken for an ogre or similar large humanoid in poor lighting. HP 168; Bloodied 84 Initiative +12 AC 25; Fortitude 29; Reflex 26; Will 24 Perception +10 Speed 6 Low-light vision Resist 20 fire [B] STANDARD ACTIONS (mbasic) Violet Claw (acid, poison) * At Will[/B] Attack: Melee 2 (one creature); +19 vs. AC. Hit: 4d6+10 damage and the fungus hulk makes a secondary attack against the target. Secondary Attack: Melee 2 (the primary target); +17 vs. Fortitude. Hit: Ongoing 10 acid and poison damage (save ends). Plants are immune to this damage. [B]Violet Rend * Recharges when first bloodied[/B] Effect: The fungus hulk uses violet claw twice against the same target. If both attacks hit, the target is weakened until the end of its next turn, and the secondary attack deals ongoing 15 acid and poison damage (save ends). [B]TRIGGERED ACTIONS (close) Violet End (acid, poison) * At Will [/B] Trigger: The fungus hulk drops to 0 hit points. Attack (No Action): Close burst 2 (each creature in burst); +15 vs. Fortitude. Hit: 3d10+7 acid and poison damage, plus ongoing 10 acid and poison damage (save ends). Miss: Half damage, plus ongoing 5 acid and poison damage (save ends). --- Str 24 Dex 20 Wis 16 Con 18 Int 6 Cha 7 Alignment unaligned Languages - [/QUOTE]
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