BOZ
Creature Cataloguer
here's the original info, for reference:
FUNGUS HULKS
Centuries ago, the residual energies left over from Keraptis’s bid for immortality combined with the volcanic gases and the unusual fungi in the lava tubes. The results were the sentient, free-roaming fungoids known as fungus hulks.
From a distance, a fungus hulk resembles a bulky, hunchbacked humanoid wearing a concealing cloak. Closer inspection, however, reveals a fibrous, spore-bearing mass, surmounted by a head-shaped puffball suffused with sticky filaments.
By absorbing dissolved limestone into its outer surface, the fungus hulk can harden its carapace to resist blows more effectively. Similarly, it consciously incorporates daggerlike pieces of obsidian into its “fingertips” to use as claws. A putrid fungal byproduct constantly seeps from these junctures, staining the obsidian shards violet. Following any melee in which the fungus hulk scores damage, each victim must make two successful saving throws vs. paralyzation to avoid the deadly effects of this substance. Those who fail one saving throw contract a horrid rotting disease, losing half their remaining hit points over the next 4 rounds. Two failures indicate the rot is more virulent, causing death in 6 rounds unless a cure disease spell is applied. Even then, however, the victim still loses a random extremity to the rot. A vegetable or fungoid creature injured by a fungus hulk must make a successful saving throw vs. death magic after the melee or suffer ld10 additional points of damage. Fungus hulks are immune to normal fire, sleep, charm, hold, and other mind-affecting spells, and they suffer only half damage from magical fire.
Fungus hulks constantly move through the lava tubes below White Plume Mountain in search of their “god.” From time to time, they agree to serve a powerful leader, but they are fickle in their service and easily agitated to violence.
Fungus hulk: AC 1 (limestone carapace); MV 9; HD 6+6, hp 30; THACO 13; #AT 2 (claw/claw); Dmg ld4+5/ld4+5; SA violet touch; SD immunities; SZ M (6’ tall); ML steady (12); Int low (5); AL NE; XP 3,000.
Special Abilities: SA-touch inflicts rotting disease with a successful hit (victim must make two successful saving throws vs. paralyzation or become afflicted, losing half of remaining hit points in 4 rounds with one failure or dying in 6 rounds with two failures; victims who receive a cure disease avoid death but lose a random extremity); SD-immune to normal fire, sleep, charm, hold, and other mind-affecting spells; half damage from magical fire.
FUNGUS HULKS
Centuries ago, the residual energies left over from Keraptis’s bid for immortality combined with the volcanic gases and the unusual fungi in the lava tubes. The results were the sentient, free-roaming fungoids known as fungus hulks.
From a distance, a fungus hulk resembles a bulky, hunchbacked humanoid wearing a concealing cloak. Closer inspection, however, reveals a fibrous, spore-bearing mass, surmounted by a head-shaped puffball suffused with sticky filaments.
By absorbing dissolved limestone into its outer surface, the fungus hulk can harden its carapace to resist blows more effectively. Similarly, it consciously incorporates daggerlike pieces of obsidian into its “fingertips” to use as claws. A putrid fungal byproduct constantly seeps from these junctures, staining the obsidian shards violet. Following any melee in which the fungus hulk scores damage, each victim must make two successful saving throws vs. paralyzation to avoid the deadly effects of this substance. Those who fail one saving throw contract a horrid rotting disease, losing half their remaining hit points over the next 4 rounds. Two failures indicate the rot is more virulent, causing death in 6 rounds unless a cure disease spell is applied. Even then, however, the victim still loses a random extremity to the rot. A vegetable or fungoid creature injured by a fungus hulk must make a successful saving throw vs. death magic after the melee or suffer ld10 additional points of damage. Fungus hulks are immune to normal fire, sleep, charm, hold, and other mind-affecting spells, and they suffer only half damage from magical fire.
Fungus hulks constantly move through the lava tubes below White Plume Mountain in search of their “god.” From time to time, they agree to serve a powerful leader, but they are fickle in their service and easily agitated to violence.
Fungus hulk: AC 1 (limestone carapace); MV 9; HD 6+6, hp 30; THACO 13; #AT 2 (claw/claw); Dmg ld4+5/ld4+5; SA violet touch; SD immunities; SZ M (6’ tall); ML steady (12); Int low (5); AL NE; XP 3,000.
Special Abilities: SA-touch inflicts rotting disease with a successful hit (victim must make two successful saving throws vs. paralyzation or become afflicted, losing half of remaining hit points in 4 rounds with one failure or dying in 6 rounds with two failures; victims who receive a cure disease avoid death but lose a random extremity); SD-immune to normal fire, sleep, charm, hold, and other mind-affecting spells; half damage from magical fire.