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Special Conversion Thread: Plants


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Fungus, Cushion
CLIMATE/TERRAIN: Dry subterranean areas
FREQUENCY: Uncommon
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Scavenger
INTELLIGENCE: Non- (0)
TREASURE TYPE: Incidental; 5% chance of O, P, R, U
ALIGNMENT: Neutral
NO. APPEARING: 1-8
ARMOR CLASS: 10
MOVEMENT: Nil
HIT DICE: 1 hit point
THAC0: 20
NO. OF ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Poisonous spores
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: S-L (2’-8’ diameter)
MORALE: Not applicable
XP VALUE: 35

The cushion fungus is usually found in dry, dark, underground areas having little or no air movement. This fungus is typically oval in shape, about knee-high when mature, and up to 8’ in diameter at its largest. Its pastel coloration ranges from pink to purple, with the outer surface of the fungus having the texture of fine velvet.

Combat: Any movement of air or an increase in the ambient temperature (such as from a torch or warm-blooded creature) in the vicinity of a mature fungus will cause it to release an almost-invisible cloud of spores in a 40’ diameter. Some observers have described this spore cloud as resembling the shimmering distortion of heat rising through the air from a hot surface. A successful wisdom check on 4d6, or such spells or devices that detect invisibility, are required to notice the cloud. Assume that the spore cloud will be released one round after a being or heat source passes within 30’ of the cushion fungus, or two rounds after a being or heat source passes within 31’-60’ of it. The cloud remains active in the air for 5-8 turns thereafter.

Creatures caught within a spore cloud must save against poison or will begin to feel drowsy, with a deep, peaceful sleep coming on in 1-4 rounds. Even those who save are affected as per a confusion spell for 1-4 rounds, and must save again 10 rounds later if they haven’t left the vicinity of the fungus. Creatures failing their saves will fall, usually onto or near the velvety soft fungus, and remain in this state until they are removed from the radius of the cloud and a neutralize poison spell is cast on them (without this spell, 1-3 days are required before the victim wakes up).

The cushion fungus itself will burst if someone falls on it heavily, which happens if the person struck by sleepiness is within 3’ of the cushion and fails a dexterity check on 1d20 when he falls. A burst fungi emits a 60’-diameter cloud of spores for 2-5 turns, and those caught within this thick cloud have a -2 on their saving throws vs. poison, sleeping for 3-6 days if they fail. If the fungus does not burst, spores will continue to be emitted as long as victims are breathing or snoring nearby. Over a period of 4-16 days, a sleeping victim dies of starvation and thirst, begins to decompose, and is digested by the fungus’s spores on the body. The body then slowly becomes covered with the velvetlike fungus until, 5-30 days after the being’s death, it has become a new cushion fungus. A body that falls on and bursts a cushion fungus takes only 3-12 days to turn into a fungus if the victim dies. In any event, a sleeping victim who manages to revive requires no further care except for eating and drinking.

Habitat/Society: This fungus grows only in areas with little or no air movement (abandoned dungeons, vaults, crypts, blocked caverns, etc.). If brought to an area with any regular air movement, perhaps on a spore-carrying body, the spores will not mature.

Ecology: The fungus’s digestive enzymes are incapable of digesting inorganic items, so metallic items, jewelry, gems, and so forth will continue to exist within the body of the fungus. Some adventurers have told of finding treasure within oddly shaped cushion fungi, but cutting one open invites trouble. It is said that the spores of this fungus are valuable to alchemists and mages for use in potions of sleep, confusion, and feign death.

Originally appeared in Dragon Magazine #172 (1991).
 


Well, I'm happy enough with the fireweed! The cushion fungus sounds a lot like a hazard, too.

Yes, they could easily be a hazard. They're basically just a spores attack with a bit of flavour tacked to them.

Something like this...

Cushion Fungus (CR X)
A cushion fungus resembles a giant, oval puffball mushroom from 2 to 8 feet in diameter. Their skin has the texture of fine velvet and ranges from pastel pink to purple in color. Cushion fungi constantly emit spores in a 30 ft. radius whenever a breathing creature is within 30 feet. Any living creature in this spore cloud must succeed at a DC Y Fortitude save every round or fall unconscious for 1d3 days, creatures that have immunity or resistance to poison have an equal immunity or resistance to a cushion fungus's spores. The fungus is soft and weak, with AC 10 and 1 hit point, but any attack that ruptures its skin releases a 60 ft. radius cloud of spores that lasts for 1d4+1 rounds. A neutralize poison or stronger anti-poison spell will awaken a creature rendered unconscious by the spores. If a creature dies within the spore cloud (usually due to starvation and thirst while unconscious) the spores will begin to grow upon the corpse, forming a new cushion fungus within 3d4 days.

I simplified it a bit from the original, but I think that mostly covers it.
 


Added to Homebrews.

CR 3? Rendered unconscious for up to three days is rather deadly.

Assuming CR 3, save DC around 17 or so?

Challenge Rating 3 seems about right, it's nastier than Brown Mold (CR2) since it has a wide area "save or suck" attack, but it isn't as lethal as Green Slime (CR4).

I was thinking DC 12 or the 'default' DC of 15. Remember the victim may have to make several saves, so I wouldn't want it that high.

Cushion Fungi would be quite unpleasant if accompanied by creatures immune to its spores...
 



It appears so!

Let's tackle a non-hazard...

Dirtwraith (Sargusian Fungus)
CLIMATE/TERRAIN: Vesve Forest, the Abyss
FREQUENCY: Rare (uncommon in the Abyss)
ORGANIZATION: Solitary
ACTIVITY CYCLE: Nocturnal
DIET: Carnivore
INTELLIGENCE:Semi- (2-4)
TREASURE TYPE: Z
ALIGNMENT: Chaotic evil
NO. APPEARING: 1
ARMOR CLASS: 9
MOVEMENT: 1
HIT DICE: 1 to 12
THAC0: Variable
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d4 to 12d4
SPECIAL ATTACKS: Animate plants, spores
SPECIAL DEFENSES: Various immunities
MAGIC RESISTANCE: Nil
SIZE: See below
MORALE: Fearless (20)
XP VALUE: Varies

The dirtwraith’s name comes from the commonly held (but incorrect) belief that the fungus is a form of undead that spontaneously erupts out of the corrupt dirt beneath a decaying body. Rather, it is a form of semi-intelligent fungus that dwells in the root systems of larger plants. The fact that skeletons are commonly found nearby attests to its efficiency, not to its genesis. A dirtwraith appears as a mass of pale yellow spheroids connected by a matrix of thick, fibrous strands. Dirtwraiths are natives of the Abyss and are known as Sargusian fungi to the inhabitants there.

Combat: Dirtwraiths live among the root system of their plant host. As they grow, their fibrous tendrils allow them a clumsy form of undulating locomotion that lets them move about when necessary. They sense prey through ground vibrations.

A dirtwraith attacks once per round with its host plant, causing damage equal to 1d4 for each of its Hit Dice on a successful hit. Thus, a 5-HD dirtwraith causes 5d4 points of damage.

The host remains a nonsentient creature and is immune to mind-affecting magic and the like. It can withstand damage equal to the dirtwraith’s hit point total before being destroyed; most plants have an AC of 6. Slaying the plant does not slay the dirtwraith; the creature simply moves to a new host once it thinks it’s alone. To slay a dirtwraith, the pod network must be exhumed or else the attacker must wait motionlessly for the dirtwraith to extract itself to search for a new host (usually within 2d6 turns).

The dirtwraith is immune to fire, mind-affecting magic, and blunt weapons. Once exhumed, its only defense is to spray spores. Each pod can spray one cloud of spores per day; a successful hit forces the target to make a saving throw vs. poison to avoid choking. Failure indicates that the victim suffers 1d6 points of damage per round for 2d4 rounds. A successful saving throw indicates a -2 penalty to attack rolls.

Habitat/Society: The Bonehart discovered the dirtwraith when one of their number accidentally brought Sargusian spores back from a trip to the Abyss. The unwitting wizard scattered spores throughout the town of Delaquenn. Before long, the spores took root and grew into dirtwraiths. The Bonehart took great interest in the fungus when it became apparent that it was not only an efficient killer but also an intelligent one.

Ecology: A dirtwraith’s Hit Dice are directly related to its age. When a dirtwraith first “takes root,” it consists of only a single pod. At this stage, it has only one Hit Die and can animate only small shrubs and creeping vines. As it feeds, new pods appear and grow to maturity at the rate of one pod per month (assuming a regular supply of food). With each pod, the dirtwraith gains an additional Hit Die and can animate increasingly large plants. Dirtwraiths cease to grow once they reach 12 Hit Dice.

Demons of all types relish dirtwraith pods as a delicacy. Unfortunately, these pods are poisonous to anything native to the Prime Material Plane. Eating a few bites of a dirtwraith pod forces the victim to make a successful saving throw vs. poison or fall into a fevered coma for 2d6 days. Once this time has passed, the victim can make a second saving throw vs. poison to overcome the fever. If the second saving throw fails, the victim dies, and the body provides the base nutrients for a new dirtwraith pod.

Originally appeared in Dragon Magazine #270 (2000).
 

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