D&D 3E/3.5 [1E to 3.5] Aerial Servant to Luck Eater (updated 04/06)

EYE OF THE DEEP
Medium Aberration (Aquatic)
Hit Dice: 12d8+24 (78 hp)
Initiative: +1
Speed: Swim 30 ft. (6 squares)
Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Base Attack/Grapple: +9/+10
Attack: Pincer +10 melee (1d8+1), or eye ray +10 ranged
Full Attack: 2 pincers +10 melee (1d8+1) and bite +5 melee (1d6), or eye rays +10 ranged
Space/Reach: 5 ft./5 ft.
Special Attacks: Eye rays
Special Qualities: All-around vision, darkvision 60 ft.
Saves: Fort +4, Ref +4, Will +8
Abilities: Str 12, Dex 13, Con 14, Int 15, Wis 13, Cha 13
Skills: Hide +16, Knowledge (arcana) +12, Listen +11, Move Silently +8, Search +16, Spot +15, Swim +9
Feats: Alertness, Dodge, Mobility, Point Blank Shot, Shot on the Run
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always lawful evil
Advancement: 13-24 HD (Medium); 25-36 HD (Large)
Level Adjustment: --

The eye of deep, or deep tyrant, is an evil creature perhaps related to the terrestrial eye tyrant. An eye of the deep has a spherical body roughly three to four feet in diameter. Its wide mouth is full of wickedly sharp fangs, and it has to spindly, long arms that end in strong, crab-like pincers. Its body is covered with thick, overlapping scales of dark, mottled coloration. An eye of the deep has three eyes: a large, central one plus two smaller eyes atop flexible stalks. It swims surprisingly quickly by means of strong flippers and fins on the bottom half of its body.

Cunning and malicious, an eye of the deep hunts underwater caves and coastal reefs. Its favored prey are intelligent creatures such as sailors and aquatic elves. Eyes of the deep speak their own language, and most know two other undersea tongues as well.

COMBAT

An eye of the deep usually attempts to attack by surprise. It prefers to disable its foes with its eye rays before closing for melee with claw and fang.

Eye Rays (Su): An eye of the deep can project up to three different eyes with a full attack (or any one of the three as a standard action). Its central eye projects a ray of blindness (Fort save DC 17). One of its eye stalks projects a phantasmal killer (save DC 17). Its other eye stalk projects a ray of paralysis. This ray functions as hold monster, but the target is allowed a DC 17 Will save only after one round of paralysis. All rays have a 60-foot range. Otherwise, treat each effect as if from a 12th-level caster. The save DCs are 10 + one-half HD + Charisma modifier. Using a ray does not provoke attacks of opportunity.

All-Around Vision (Ex): An eye of the deep can see all around itself due to its eye stalks and central eye. It has a +4 racial bonus on Search and Spot checks, and it cannot be flanked.

Skills: An eye of the deep has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
 

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you're forming a nice collection here. :) with the Tome of Horrors 3.5 still unreleased, these might just come in handy to a lot of folks!
 

Good collection, and very well done. I would just like to point out that it has been said that the Eye of the Deep will be in Lords of Madness (Codex Anathema).
 


Good work. Just one question, though. Since when are carrion crawlers intelligent? Both the 1e Monster Manual and the 2e Monstrous Manual have their Int listed as Non (0).

Demiurge out.

PS: I can't wait for Lords of Madness either.
 


demiurge1138 said:
Good work. Just one question, though. Since when are carrion crawlers intelligent?

Since I said so. :p

Moving right along....


FLOATING EYE
Tiny Magical Beast (Aquatic)
Hit Dice: 1/2 d10+1 (3 hp)
Initiative: +3
Speed: Swim 60 ft. (12 squares)
Armor Class: 16 (+2 size, +3 Dex, +1 natural), touch 15, flat-footed 13
Base Attack/Grapple: +1/-9
Attack: Bite +0 melee (1d4-2 plus poison)
Full Attack: Bite +0 melee (1d4-2 plus poison)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Paralyzing gaze, poison
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +3, Ref +5, Will +0
Abilities: Str 6, Dex 17, Con 12, Int 9, Wis 11, Cha 15
Skills: Hide +11, Listen +2, Spot +8, Swim +8
Feats: Alertness
Environment: Any temperate or warm aquatic
Organization: School (3-12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 1-3 HD (Tiny)
Level Adjustment: --

Floating eyes are notably intelligent, saltwater fish of a very unusual nature. They have transparent bodies and a single large eye of about three inches in diameter. The latter is all that is readily visible of this fish, which is the creature's greatest weapon. Its gaze causes paralysis, which makes a victim particularly vulnerable to the floating eye's poisonous bite. An adult floating eye is about one foot long.

COMBAT

Floating eyes avoid combat. If their paralyzing gazes don't work, floating eyes generally seek to flee and hide.

Paralyzing Gaze (Su): Paralyzed for 2d4 rounds, 30 feet, Will DC 12 negates. The save DC is Charisma-based.

Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Strength, secondary damage 2d4 Strength. The save DC is Constitution-based.

Skills: A floating eye has a +4 racial bonus on Spot checks. It also has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
 

FUNGOIDS
Fungoids are a strange class of evil, extraplanar plant creatures who have apparently migrated en masse to and spread across the Material Plane. While they are intelligent, their minds are utterly alien. Fungoids are driven by basic needs for food and reproduction of their respective species. For reasons known only to themselves, they also compose and perform eerie music, playing their disconcerting melodies and harmonies by means of specialized organs. Since the fungoids aren't saying, no one is quite sure why they or how they come to the Material Plane. Many scholars theorize that fungoids serve some horrible, infernal plant deity residing on an evil Outer Plane (possibly the Gray Wastes of Hades) that seeks to expand its sphere of influence to the mortal world.

Fungoids feed on rotting vegetation and flesh in a manner similar to a normal fungus. They also use rotting flesh to reproduce via spores.

Fungoid Traits:
* Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
* Not subject to critical hits.
* Alignment: All fungoids are neutral evil.
* Treasure: Fungoids do not value treasure.


ASCOMOID
Large Plant (Extraplanar)
Hit Dice: 6d8+12 (39 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +4/+13
Attack: Spore jet touch +4 ranged (5d4 acid plus infection)
Full Attack: Spore jet touch +4 ranged (5d4 acid plus infection)
Space/Reach: 10 ft./5 ft.
Special Attacks: Spore jet, trample (1d10+7)
Special Qualities: Blindsight 60 ft., damage reduction 5/piercing, fungoid traits, magic resistance
Saves: Fort +7, Ref +2, Will +3
Abilities: Str 20, Dex 10, Con 15, Int 13, Wis 13, Cha 14
Skills: Jump +14*, Move Silently +9, Perform (fungoid music) +11
Feats: Point Blank Shot, Run, Weapon Focus (spore jet)
Environment: Any underground (Originally: any evil-aligned plane)
Organization: Solitary, duet, or troupe (3-6)
Challenge Rating: 5
Advancement: 7-12 HD (Large); 13-24 HD (Huge)
Level Adjustment: --

Ascomoids are huge puffball-like fungoids with thick, leathery skin. They move by rolling. An ascomoid is covered with thousands of dimples from which it can spray jets of highly virulent spores. Ascomoids live underground in caves and tunnels.

COMBAT

Ascomoids prefer to attack at a range with their spore jets. Against foes who get too close, ascomoids roll forward in order to trample.

Spore Jet (Ex): An ascomoid can fire a deadly jet of spores as a ranged touch attack with a range increment of 20 feet. Any creature struck by a spore jet must attempt a DC 15 Fortitude save. If the creature fails, it suffers 5d4 points of acid damage and becomes infected with ascomoiditis, an exceptionally virulent disease that manifests as an angry red fungal rash. If the save succeeds, the creature takes half damage from the acid and isn't infected. Creatures immune to disease cannot contract ascomoiditis. The statistics for ascomoiditis are as follows: Infection by injury, Fortitude save DC 15, incubation of 1d3 rounds, damage is 1d3 Con and 1d3 Cha.

If a creature takes 2 or more points of Charisma damage, it must attempt another Fortitude saving throw to avoid counting 1 point as permanent Charisma drain. The save DC is Constitution-based.

Trample (Ex): An ascomoid can trample creatures one or more sizes smaller than itself, dealing 1d10+7 points of damage. Opponents who do not make attacks of opportunity against the ascomoid can attempt DC 18 Reflex saves to halve the damage. The save DC is Strength-based.

Blindsight (Ex): Ascomoids have no visual organs but can ascertain all foes within 60 feet using sound, scent, and vibration.

Magic Resistance (Su): An ascomoid gets a +4 resistance bonus to Fortitude and Reflex saves against spells and spell-like effects. Against spell or spell-like effects that inflict acid, electricity, fire, or sonic damage, an ascomoid has resistance 10. Ascomoids have no special resistance to non-magical forms of acid, electricity, fire, or sonic damage, nor do they have any special resistance to cold.

Skills: *Gains a +4 bonus to Jump checks made after a running start.


BASIDIROND
Medium Plant (Extraplanar)
Hit Dice: 5d8+10 (33 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +3/+7
Attack: Slam +8 melee (2d4+6 plus suffocation)
Full Attack: Slam +8 melee (2d4+6 plus suffocation)
Space/Reach: 5 ft./5 ft.
Special Attacks: Hallucinogenic spores, suffocation
Special Qualities: Blindsight 60 ft., cold immunity, fungoid traits
Saves: Fort +6, Ref +2, Will +2
Abilities: Str 18, Dex 13, Con 15, Int 13, Wis 13, Cha 14
Skills: Hide +11*, Move Silently +11, Perform (fungoid music) +10
Feats: Stealthy, Weapon Focus (slam)
Environment: Any marsh or underground (Originally: any evil-aligned plane)
Organization: Solitary, duet, or troupe (3-6)
Challenge Rating: 4
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: --

Basidironds are multi-stemmed fungoids with woody, leathery bodies of dark orange color. Their cone-shaped uppoer portions look much like reversed umbrellas, the interior of which is sooty black. Basidironds walk about slowly on their stems. They usually live in marshes where their natural camouflage serves them quite well.

COMBAT

A basidirond usually lurks, waiting for its victims to come to it. It then releases a cloud of hallucinogenic spores and observes for a round to determine who has been affected. It then closes for melee, striking with its stems.

Hallucinogenic Spores (Ex): As a full round action, a basidirond can release an invisible cloud of hallucinogenic spores that fills a 30-foot-radius around the basidirond. Breathing creatures caught in the cloud must make a DC 14 Fortitude save each round they remain in the cloud or become disoriented (as the spell confusion) for as long as they remain in the cloud plus 1d4+1 rounds. A cloud of hallucinogenic spores naturally dissipates in 1d3+1 rounds (although strong winds and/or heavy rains can reduce the cloud's duration or even totally negate it). This is a mind-affecting effect, but it is not magical. Normal methods of dispelling magical mind-affecting effects do not negate disorientation, but a cure disease spell does. The save DC is Constitution-based.

Suffocation (Ex): Whenever a basidirond hits a creature with its slam attack, a small, dusty cloud of spores is released. The creature struck must succeed at a DC 14 Fortitude save to avoid a severe respiratory reaction that disrupts autonomic breathing. The target's lungs do not automatically function for the next 1d4+1 rounds. A target that has failed its Fortitude save can still continue to breathe by taking a standard action in each round to gasp for breath. An affected creature can attempt to take actions normally (instead of consciously controlling its breathing), but each round it does so, beginning in the round when it failed its Fortitude save, the subject risks blacking out from lack of oxygen. It must succeed on a DC 14 Fortitude save at the end of any of its turns in which it did not consciously take a breath. The DC of this save increases by 1 in every consecutive round after the first one that goes by without a breath; the DC drops back to its original value if the subject spends an action to take a breath. If a subject fails a Fortitude save, it is disabled (0 hp). In the following round, it drops to -1 hit points and is dying. Curing powers or spells can revive a dying subject normally, so long as this power’s duration has expired; if the power is still in effect, a revived creature is still subject to Fortitude saves in each round when it does not consciously breathe. A cure disease instantly negates suffocation.

Blindsight (Ex): Basidironds have no visual organs but can ascertain all foes within 60 feet using sound, scent, and vibration.

Skills: *A basidirond gains a +6 racial bonus to Hide checks in natural vegetation.


PHYCOMID
Small Plant (Extraplanar)
Hit Dice: 4d8+12 (30 hp)
Initiative: +0
Speed: 10 ft. (2 squares), climb 10 ft.
Armor Class: 15 (+1 size, +4 natural), touch 11, flat-footed 15
Base Attack/Grapple: +3/-2
Attack: Alkali touch +3 melee (2d4 acid plus infection), or alkali blob touch +5 ranged (2d4 acid plus infection)
Full Attack: Alkali touch +3 melee (2d4 acid plus infection), 2 alkalki blob touches +5 ranged (2d4 acid plus infection)
Space/Reach: 5 ft./5 ft.
Special Attacks: Infection
Special Qualities: Blindsight 60 ft., fire immunity, fungoid traits
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 9, Dex 11, Con 16, Int 13, Wis 13, Cha 14
Skills: Climb +14, Hide +11, Perform (fungoid music) +9
Feats: Point Blank Shot, Weapon Focus (alkali blob)
Environment: Any non-arctic forest or underground (Originally: any evil-aligned plane)
Organization: Solitary, duet, or troupe (3-6)
Challenge Rating: 3
Advancement: 5-8 HD (Small); 9-12 HD (Medium)
Level Adjustment: --

The algae-like phycomids resemble fibrous blobs of decomposing, milk-colored matter with capped fungi growing out of them. They live in forests and underground, where they spend most of their time sitting in one spot. They can move by means of hundreds of root-like structures, but do so only very slowly.

COMBAT

Phycomids attack by means of a highly alkaline substance that can be communicated by touch or fired at range.

Infection (Ex): The alkaline substance exuded by a phycomid swarms with virulent spores. Any creature struck by a phycomid's alkali touch or alkali blob (which have a range increment of 10 feet) must make a DC 15 Fortitude save to avoid infection with phycomiditis, an insanely virulent disease that manifests as a seeping fungal rash. If the save succeeds, the creature takes half damage from the acid and isn't infected. Creatures immune to disease cannot contract phycomiditis. The statistics for phycomiditis are as follows: Infection by injury, Fortitude save DC 15, incubation of 1d4+4 rounds, damage is 1d4 Con and 1d3 Cha.

If a creature takes 2 or more points of Charisma damage, it must attempt another Fortitude saving throw to avoid counting 1 point as permanent Charisma drain. The save DC is Constitution-based.

Skills: A phycomid has +8 racial bonus on all Climb checks, and it always can choose to take 10 even if rushed or threatened while climbing.


USTILAGOR
Small Plant (Aquatic, Extraplanar, Psionic)
Hit Dice: 3d8+12 (25 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 18 (+1 size, +2 Dex, +5 natural), touch 13, flat-footed 16
Base Attack/Grapple: +2/-4
Attack: Tentacle +4 melee (1d6 plus 1d4 acid), or acidic spray +4 ranged (1d6 acid)
Full Attack: 2 tentacles +4 melee (1d6 plus 1d4 acid), or acidic spray +4 ranged (1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acidic spray, amphibious, psi-like abilities
Special Qualities: Blindsight 60 ft., fungoid traits
Saves: Fort +6, Ref +3, Will +3
Abilities: Str 10, Dex 14, Con 17, Int 15, Wis 15, Cha 16
Skills: Hide +12, Knowledge (the planes) +8, Move Silently +8, Perform (fungoid music) +9, Swim +8
Feats: Toughness, Weapon Finesse
Environment: Any coastal area (Originally: any evil-aligned plane)
Organization: Solitary, duet, or troupe (3-6)
Challenge Rating: 4
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: --

Ustilagors appear to be dully colored, brain-like growths with tentacle appendages. Although not fast by normal standards, they can scuttle and dart. They are also aquatic and swim quite well. Ustilagors are unique among known fungoids in that they possess psi-like abilities. They can also travel between the planes at will, a fact which leads some scholars to suppose that ustilagors are the fungoids' gatekeepers between their native dimension and the Material Plane.

Ustilagors prowl coastal areas and even venture into port communities in order to perpetrate evil deeds.

COMBAT

Like all fungoids, ustilagors prefer to attack by surprise. They use their emotion and id insinuation psi-like abilities to sow confusion and violence among groups of victims.

Acidic Spray (Ex): An ustilagor can spray acid as a ranged touch attack with a range increment of 60 feet. A successful attack roll inflicts 1d6 points of acid damage. Furthermore, this acid burns for one additional round for another 1d6 points of acid damage (unless somehow neutralized before that time).

Psi-Like Abilities: At will - psionic plane shift. 1/day - empathic feedback (maximum damage 9 points*), emotion (Will save DC 18*), energy adaptation, id insinuation (up to 4 targets, Will save DC 18*). Manifester level 9th. An ustilagor cannot use emotion to arouse friendship or hope. Save DCs are Charisma-based. *Includes augmentation for ustilagor's manifester level.

Skills: An ustilagor has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Emotion
Telepathy (Charm) [Mind-Affecting]
Level: Psion/wilder 4
Display: Auditory and olfactory
Manifesting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Target: All living creatures within a 15-ft. radius
Duration: Concentration
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7

This power arouses a single emotion of your choice in the subjects. You can choose any one of the following emotions:

Despair: The affected creatures suffer a -2 morale penalty to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Emotion (despair) negates emotion (hope).

Fear: The affected creatures flee from you whenever they are in sight of you. Emotion (fear) dispels emotion (rage).

Friendship: The affected creatures react more positively toward others. Their attitude shifts to the next more favorable reaction. Creatures involved in combat continue to fight back normally. Emotion (friendship) negates emotion (hate).

Hate: The affected creatures react more negatively toward others. Their attitude shifts to the next least favorable reaction. Emotion (hate) negates emotion (friendship).

Hope: The affected creatures gain a +2 morale bonus to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Emotion (hope) negates emotion (despair).

Rage: The affected creatures gain a +2 morale bonus to Strength and Constitution scores, a +1 morale bonus on Will saves, and a -1 penalty to AC. They are compelled to fight heedless of danger. Emotion (rage) negates emotion (fear).

Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.


ZYGOM
Tiny Plant (Extraplanar)
Hit Dice: 3d8+3 plus host (16 hp plus host)
Initiative: +0, or as host
Speed: 10 ft. (2 squares), climb 10 ft. (or as host)
Armor Class: 12 (+2 size), touch 12, flat-footed 12; or as host
Base Attack/Grapple: +2 (plus host)/-9, or as host
Attack: As host
Full Attack: As host
Space/Reach: 2-1/2 ft./0 ft., or as host
Special Attacks: Dominate
Special Qualities: Blindsight 60 ft., fungoid traits
Saves: Fort +6, Ref +1, Will +5; plus host's base saves (modified by Dex and Con, if higher)
Abilities: Str 6, Dex 10, Con 12, Int 15, Wis 15, Cha 16
Skills: Climb +11, Hide +14, Move Silently +6, Perform (fungoid music) +9
Feats: Great Fortitude, Iron Will
Environment: Any non-arctic forest or underground (Originally: any evil-aligned plane)
Organization: Solitary (plus host), duet (plus hosts), or troupe (3-6 plus hosts)
Challenge Rating: 2 (or host's CR +2)
Advancement: 4-6 HD (Tiny); 7-9 HD (Small)
Level Adjustment: --

Zygoms are small individual fungoids which consist of several short, thin stems with an ovoid caps joined by a rhizome structure. Like phycomids, they live mostly in forests. A zygom, however, are usually encountered merged with some other creature that is under the zygom's domination.

COMBAT

A zygom without a host avoids combat. Its dominate ability is formidable, but of limited use against several foes at once. A hostless zygom prefers to wait in hiding for a lone target or until it can creep into camp in order to dominate a sleeping victim.

Dominate (Su): As a standard action with a range of 45 feet, a zygom can attempt to dominate any creature of the following types: animal, fey, giant, humanoid, magical beast, or monstrous humanoid. A successful DC 18 Will save resists domination. Domination places the zygom in telepathic contact that transcends communication barriers with the dominated creature over any range. This ability is a mind-affecting compulsion.

Control over the dominated creature is nearly absolute, but its actions are sluggish. Furthermore, the zygom cannot control any of the host's abilities that require concentration, such as spells and spell-like abilities. The zygom can use its host's extraordinary abilities, supernatural abilities, and class features that are essentially physical in nature. The dominated creature's sluggishness imposes a -2 penalty to its attack rolls, physical ability score checks, and AC. The zygom can order the host to utilize its physical skills (including racial bonuses to those skills), but none of its mental skills or feats. It retains its own feats and ranks in its skills, but skill totals might change for physical skills. In essence, the zygom does the thinking for its host.

Once a creature is dominated, a zygom typically grafts itself to the creature's spinal column. Once this is accomplished as a full round action, the zygom adds certain of the host's statistics to its own, as shown in the statistic block above. The zygom uses the host's physical ability scores as its own, but retains its own mental ability scores. The two creatures become one, and the zygom cannot easily be removed. The host is not allowed a new Will save to break domination so long as the zygom and it remain grafted together. Otherwise, the host is permitted a new Will save once per day to break domination. A zygom cannot simultaneously dominate more creatures that its Charisma modifier (normally no more than 3 creatures).

Dispel magic is of no avail. Break enchantment or cure disease can force a zygom to release its host (immediately breaking domination in the process), but the zygom is permitted a Will save against either spell. Heal, holy word, limited wish, miracle, or wish can break the zygom's control and free the host. Protection from evil or a similar spell can prevent a zygom from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination, dispels the domination, or forces a zygom to break its grafting.

Fungoid Traits: All fungoid traits apply to the zygom's host. When a zygom grafts to a dominated creature, it causes many changes to the host's mind and body. This means that most hosts are blind, but all have the zygom's blindsight.

Skills: A zygom has +8 racial bonus on all Climb checks, and it always can choose to take 10 even if rushed or threatened while climbing. A zygom doesn't retain this racial bonus when with a host.

Sample Zygom with Ogre Host: CR 5; Tiny Plant (Extraplanar)/Large Giant; HD 3d8+3 plus 4d8+8; hp 45; Init -1; Spd 20 ft. (in hide armor), base speed 30 ft.; AC 14 (-1 size, -1 Dex, -2 domination, +5 natural, +3 hide armor), touch 6, flat-footed 14; Base Atk +5; Grp +12; Atk Greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5); Full Atk (same); Space/Reach 10 ft./10 ft.; SA dominate; SQ blindsight 60 ft., fungoid traits; AL (Usually) CE; SV Fort +12, Ref +1, Will +6; Str 21, Dex 8, Con 15, Int 15, Wis 15, Cha 16.
Skills and Feats: Climb +6*, Hide -4, Move Silently -1, Perform (fungoid music) +9. Great Fortitude, Iron Will. *Includes -3 armor check penalty.
 
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Mark Chance said:
Since I said so. :p

Alright. Just wanted to be clear. And frankly, I'm all for adaptation. I like how the fungal horrors now have a uniting theme, in addition to a frightening intelligence. Are your fungoids any relation to the myconids or vegepygmies?

Demiurge out.
 

if you don't want an intelligent carrion crawler, it's simple enough to change the Int to "---" and remove the skills and feats. :)

one problem with the fungoids though. i appreciate why you decided to make them from another plane (one idea, the Abyss, where Zuggtmoy comes from?), but the problem is, if you make them Extraplanar, you need a home plane for them. the purpose of a home plane? if someone casts banishment on them, they can be sent back to that plane. there really isn't much of a use for that subtype beyond that (expect for similar magical effects).
 

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