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[1E to 3.5] Aerial Servant to Luck Eater (updated 04/06)
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<blockquote data-quote="Mark Chance" data-source="post: 2121837" data-attributes="member: 2795"><p><strong><span style="color: lime">FUNGOIDS </span></strong></p><p>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.</p><p></p><p>Fungoids feed on rotting vegetation and flesh in a manner similar to a normal fungus. They also use rotting flesh to reproduce via spores.</p><p></p><p><strong><span style="color: lime">Fungoid Traits</span></strong>:</p><p>* Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.</p><p>* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).</p><p>* Immunity to poison, sleep effects, paralysis, polymorph, and stunning.</p><p>* Not subject to critical hits.</p><p>* Alignment: All fungoids are neutral evil.</p><p>* Treasure: Fungoids do not value treasure.</p><p></p><p></p><p><strong><span style="color: lime">ASCOMOID</span></strong></p><p>Large Plant (Extraplanar)</p><p><strong><span style="color: lime">Hit Dice</span></strong>: 6d8+12 (39 hp)</p><p><strong><span style="color: lime">Initiative</span></strong>: +0</p><p><strong><span style="color: lime">Speed</span></strong>: 30 ft. (6 squares)</p><p><strong><span style="color: lime">Armor Class</span></strong>: 17 (-1 size, +8 natural), touch 9, flat-footed 17</p><p><strong><span style="color: lime">Base Attack/Grapple</span></strong>: +4/+13</p><p><strong><span style="color: lime">Attack</span></strong>: Spore jet touch +4 ranged (5d4 acid plus infection)</p><p><strong><span style="color: lime">Full Attack</span></strong>: Spore jet touch +4 ranged (5d4 acid plus infection)</p><p><strong><span style="color: lime">Space/Reach</span></strong>: 10 ft./5 ft.</p><p><strong><span style="color: lime">Special Attacks</span></strong>: Spore jet, trample (1d10+7)</p><p><strong><span style="color: lime">Special Qualities</span></strong>: Blindsight 60 ft., damage reduction 5/piercing, fungoid traits, magic resistance</p><p><strong><span style="color: lime">Saves</span></strong>: Fort +7, Ref +2, Will +3</p><p><strong><span style="color: lime">Abilities</span></strong>: Str 20, Dex 10, Con 15, Int 13, Wis 13, Cha 14</p><p><strong><span style="color: lime">Skills</span></strong>: Jump +14*, Move Silently +9, Perform (fungoid music) +11</p><p><strong><span style="color: lime">Feats</span></strong>: Point Blank Shot, Run, Weapon Focus (spore jet)</p><p><strong><span style="color: lime">Environment</span></strong>: Any underground (Originally: any evil-aligned plane)</p><p><strong><span style="color: lime">Organization</span></strong>: Solitary, duet, or troupe (3-6)</p><p><strong><span style="color: lime">Challenge Rating</span></strong>: 5</p><p><strong><span style="color: lime">Advancement</span></strong>: 7-12 HD (Large); 13-24 HD (Huge)</p><p><strong><span style="color: lime">Level Adjustment</span></strong>: --</p><p></p><p>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.</p><p></p><p><strong><span style="color: lime">COMBAT</span></strong></p><p></p><p>Ascomoids prefer to attack at a range with their spore jets. Against foes who get too close, ascomoids roll forward in order to trample.</p><p></p><p><strong><span style="color: lime">Spore Jet (Ex)</span></strong>: 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.</p><p></p><p>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.</p><p></p><p><strong><span style="color: lime">Trample (Ex)</span></strong>: 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.</p><p></p><p><strong><span style="color: lime">Blindsight (Ex)</span></strong>: Ascomoids have no visual organs but can ascertain all foes within 60 feet using sound, scent, and vibration.</p><p></p><p><strong><span style="color: lime">Magic Resistance (Su)</span></strong>: 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.</p><p></p><p><strong><span style="color: lime">Skills</span></strong>: *Gains a +4 bonus to Jump checks made after a running start.</p><p></p><p></p><p><strong><span style="color: cyan">BASIDIROND</span></strong></p><p>Medium Plant (Extraplanar)</p><p><strong><span style="color: cyan">Hit Dice</span></strong>: 5d8+10 (33 hp)</p><p><strong><span style="color: cyan">Initiative</span></strong>: +1</p><p><strong><span style="color: cyan">Speed</span></strong>: 20 ft. (4 squares)</p><p><strong><span style="color: cyan">Armor Class</span></strong>: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15</p><p><strong><span style="color: cyan">Base Attack/Grapple</span></strong>: +3/+7</p><p><strong><span style="color: cyan">Attack</span></strong>: Slam +8 melee (2d4+6 plus suffocation)</p><p><strong><span style="color: cyan">Full Attack</span></strong>: Slam +8 melee (2d4+6 plus suffocation)</p><p><strong><span style="color: cyan">Space/Reach</span></strong>: 5 ft./5 ft.</p><p><strong><span style="color: cyan">Special Attacks</span></strong>: Hallucinogenic spores, suffocation</p><p><strong><span style="color: cyan">Special Qualities</span></strong>: Blindsight 60 ft., cold immunity, fungoid traits</p><p><strong><span style="color: cyan">Saves</span></strong>: Fort +6, Ref +2, Will +2</p><p><strong><span style="color: cyan">Abilities</span></strong>: Str 18, Dex 13, Con 15, Int 13, Wis 13, Cha 14</p><p><strong><span style="color: cyan">Skills</span></strong>: Hide +11*, Move Silently +11, Perform (fungoid music) +10</p><p><strong><span style="color: cyan">Feats</span></strong>: Stealthy, Weapon Focus (slam)</p><p><strong><span style="color: cyan">Environment</span></strong>: Any marsh or underground (Originally: any evil-aligned plane)</p><p><strong><span style="color: cyan">Organization</span></strong>: Solitary, duet, or troupe (3-6)</p><p><strong><span style="color: cyan">Challenge Rating</span></strong>: 4</p><p><strong><span style="color: cyan">Advancement</span></strong>: 6-10 HD (Medium); 11-15 HD (Large)</p><p><strong><span style="color: cyan">Level Adjustment</span></strong>: --</p><p></p><p>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.</p><p></p><p><strong><span style="color: cyan">COMBAT</span></strong></p><p></p><p>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.</p><p></p><p><strong><span style="color: cyan">Hallucinogenic Spores (Ex)</span></strong>: 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 <em>confusion</em>) 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.</p><p></p><p><strong><span style="color: cyan">Suffocation (Ex)</span></strong>: 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 <em>cure disease</em> instantly negates suffocation.</p><p></p><p><strong><span style="color: cyan">Blindsight (Ex)</span></strong>: Basidironds have no visual organs but can ascertain all foes within 60 feet using sound, scent, and vibration.</p><p></p><p><strong><span style="color: cyan">Skills</span></strong>: *A basidirond gains a +6 racial bonus to Hide checks in natural vegetation.</p><p></p><p></p><p><strong><span style="color: yellow">PHYCOMID</span></strong></p><p>Small Plant (Extraplanar)</p><p><strong><span style="color: yellow">Hit Dice</span></strong>: 4d8+12 (30 hp)</p><p><strong><span style="color: yellow">Initiative</span></strong>: +0</p><p><strong><span style="color: yellow">Speed</span></strong>: 10 ft. (2 squares), climb 10 ft.</p><p><strong><span style="color: yellow">Armor Class</span></strong>: 15 (+1 size, +4 natural), touch 11, flat-footed 15</p><p><strong><span style="color: yellow">Base Attack/Grapple</span></strong>: +3/-2</p><p><strong><span style="color: yellow">Attack</span></strong>: Alkali touch +3 melee (2d4 acid plus infection), or alkali blob touch +5 ranged (2d4 acid plus infection)</p><p><strong><span style="color: yellow">Full Attack</span></strong>: Alkali touch +3 melee (2d4 acid plus infection), 2 alkalki blob touches +5 ranged (2d4 acid plus infection)</p><p><strong><span style="color: yellow">Space/Reach</span></strong>: 5 ft./5 ft.</p><p><strong><span style="color: yellow">Special Attacks</span></strong>: Infection</p><p><strong><span style="color: yellow">Special Qualities</span></strong>: Blindsight 60 ft., fire immunity, fungoid traits</p><p><strong><span style="color: yellow">Saves</span></strong>: Fort +4, Ref +1, Will +1</p><p><strong><span style="color: yellow">Abilities</span></strong>: Str 9, Dex 11, Con 16, Int 13, Wis 13, Cha 14</p><p><strong><span style="color: yellow">Skills</span></strong>: Climb +14, Hide +11, Perform (fungoid music) +9</p><p><strong><span style="color: yellow">Feats</span></strong>: Point Blank Shot, Weapon Focus (alkali blob)</p><p><strong><span style="color: yellow">Environment</span></strong>: Any non-arctic forest or underground (Originally: any evil-aligned plane)</p><p><strong><span style="color: yellow">Organization</span></strong>: Solitary, duet, or troupe (3-6)</p><p><strong><span style="color: yellow">Challenge Rating: 3</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: yellow">Advancement</span></strong>: 5-8 HD (Small); 9-12 HD (Medium)</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: yellow">Level Adjustment</span></strong>: --</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow">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.</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: yellow">COMBAT</span></strong></span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow">Phycomids attack by means of a highly alkaline substance that can be communicated by touch or fired at range.</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: yellow">Infection (Ex)</span></strong>: 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.</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow">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.</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: yellow">Skills</span></strong>: 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.</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">USTILAGOR </span></strong></span></strong></p><p><strong><span style="color: yellow">Small Plant (Aquatic, Extraplanar, Psionic)</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Hit Dice</span></strong>: 3d8+12 (25 hp)</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Initiative</span></strong>: +2</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Speed</span></strong>: 20 ft. (4 squares), swim 20 ft.</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Armor Class</span></strong>: 18 (+1 size, +2 Dex, +5 natural), touch 13, flat-footed 16</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Base Attack/Grapple</span></strong>: +2/-4</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Attack</span></strong>: Tentacle +4 melee (1d6 plus 1d4 acid), or acidic spray +4 ranged (1d6 acid)</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Full Attack</span></strong>: 2 tentacles +4 melee (1d6 plus 1d4 acid), or acidic spray +4 ranged (1d6 acid)</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Space/Reach</span></strong>: 5 ft./5 ft.</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Special Attacks</span></strong>: Acidic spray, amphibious, psi-like abilities</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Special Qualities</span></strong>: Blindsight 60 ft., fungoid traits</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Saves</span></strong>: Fort +6, Ref +3, Will +3</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Abilities</span></strong>: Str 10, Dex 14, Con 17, Int 15, Wis 15, Cha 16</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Skills</span></strong>: Hide +12, Knowledge (the planes) +8, Move Silently +8, Perform (fungoid music) +9, Swim +8</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Feats</span></strong>: Toughness, Weapon Finesse</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Environment</span></strong>: Any coastal area (Originally: any evil-aligned plane)</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Organization</span></strong>: Solitary, duet, or troupe (3-6)</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Challenge Rating</span></strong>: 4</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Advancement</span></strong>: 4-6 HD (Small); 7-9 HD (Medium)</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Level Adjustment</span></strong>: --</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow">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.</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow">Ustilagors prowl coastal areas and even venture into port communities in order to perpetrate evil deeds.</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">COMBAT</span></strong></span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow">Like all fungoids, ustilagors prefer to attack by surprise. They use their <em>emotion</em> and <em>id insinuation</em> psi-like abilities to sow confusion and violence among groups of victims.</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Acidic Spray (Ex)</span></strong>: 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).</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Psi-Like Abilities</span></strong>: At will - <em>psionic plane shift</em>. 1/day - <em>empathic feedback</em> (maximum damage 9 points*), <em>emotion</em> (Will save DC 18*), <em>energy adaptation, id insinuation</em> (up to 4 targets, Will save DC 18*). Manifester level 9th. An ustilagor cannot use <em>emotion</em> to arouse friendship or hope. Save DCs are Charisma-based. *Includes augmentation for ustilagor's manifester level.</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Skills</span></strong>: 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.</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Emotion</span></strong></span></strong></p><p><strong><span style="color: yellow">Telepathy (Charm) [Mind-Affecting]</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Level</span></strong>: Psion/wilder 4</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Display</span></strong>: Auditory and olfactory</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Manifesting Time</span></strong>: 1 standard action</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Range</span></strong>: Medium (100 ft. +10 ft./level)</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Target</span></strong>: All living creatures within a 15-ft. radius</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Duration</span></strong>: Concentration</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Saving Throw</span></strong>: Will negates</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Power Resistance</span></strong>: Yes</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Power Points</span></strong>: 7</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow">This power arouses a single emotion of your choice in the subjects. You can choose any one of the following emotions:</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow"><em>Despair:</em> The affected creatures suffer a -2 morale penalty to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. <em>Emotion (despair)</em> negates <em>emotion (hope)</em>.</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow"><em>Fear:</em> The affected creatures flee from you whenever they are in sight of you. <em>Emotion (fear)</em> dispels <em>emotion (rage)</em>.</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow"><em>Friendship:</em> 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. <em>Emotion (friendship)</em> negates <em>emotion (hate)</em>.</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow"><em>Hate:</em> The affected creatures react more negatively toward others. Their attitude shifts to the next least favorable reaction. <em>Emotion (hate)</em> negates <em>emotion (friendship)</em>.</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow"><em>Hope:</em> The affected creatures gain a +2 morale bonus to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. <em>Emotion (hope)</em> negates <em>emotion (despair)</em>.</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow"><em>Rage:</em> 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. <em>Emotion (rage)</em> negates <em>emotion (fear)</em>.</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: green">Augment</span></strong>: For every 2 additional power points you spend, this power’s save DC increases by 1.</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: orange">ZYGOM</span></strong></span></strong></p><p><strong><span style="color: yellow">Tiny Plant (Extraplanar)</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: orange">Hit Dice</span></strong>: 3d8+3 plus host (16 hp plus host)</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: orange">Initiative</span></strong>: +0, or as host</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: orange">Speed</span></strong>: 10 ft. (2 squares), climb 10 ft. (or as host)</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: orange">Armor Class</span></strong>: 12 (+2 size), touch 12, flat-footed 12; or as host</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: orange">Base Attack/Grapple</span></strong>: +2 (plus host)/-9, or as host</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: orange">Attack</span></strong>: As host</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: orange">Full Attack</span></strong>: As host</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: orange">Space/Reach</span></strong>: 2-1/2 ft./0 ft., or as host</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: orange">Special Attacks</span></strong>: Dominate</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: orange">Special Qualities</span></strong>: Blindsight 60 ft., fungoid traits</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: orange">Saves</span></strong>: Fort +6, Ref +1, Will +5; plus host's base saves (modified by Dex and Con, if higher)</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: orange">Abilities</span></strong>: Str 6, Dex 10, Con 12, Int 15, Wis 15, Cha 16</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: orange">Skills</span></strong>: Climb +11, Hide +14, Move Silently +6, Perform (fungoid music) +9</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: orange">Feats</span></strong>: Great Fortitude, Iron Will</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: orange">Environment</span></strong>: Any non-arctic forest or underground (Originally: any evil-aligned plane)</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: orange">Organization</span></strong>: Solitary (plus host), duet (plus hosts), or troupe (3-6 plus hosts)</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: orange">Challenge Rating</span></strong>: 2 (or host's CR +2)</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: orange">Advancement</span></strong>: 4-6 HD (Tiny); 7-9 HD (Small)</span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: orange">Level Adjustment</span></strong>: --</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow">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.</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: orange">COMBAT</span></strong></span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow">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.</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: orange">Dominate (Su)</span></strong>: 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.</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow">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.</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow">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).</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow"><em>Dispel magic</em> is of no avail. <em>Break enchantment</em> or <em>cure disease</em> 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. <em>Heal, holy word, limited wish, miracle</em>, or <em>wish</em> can break the zygom's control and free the host. <em>Protection from evil</em> 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.</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: orange">Fungoid Traits</span></strong>: 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.</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: orange">Skills</span></strong>: 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.</span></strong></p><p><strong><span style="color: yellow"></span></strong></p><p><strong><span style="color: yellow"><strong><span style="color: orange">Sample Zygom with Ogre Host</span></strong>: 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.</span></strong></p><p><strong><span style="color: yellow"><em>Skills and Feats</em>: Climb +6*, Hide -4, Move Silently -1, Perform (fungoid music) +9. Great Fortitude, Iron Will. *Includes -3 armor check penalty.</span></strong></p></blockquote><p></p>
[QUOTE="Mark Chance, post: 2121837, member: 2795"] [b][color=lime]FUNGOIDS [/color][/b][color=lime][/color] 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. [b][color=lime]Fungoid Traits[/color][/b][color=lime][/color]: * 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. [b][color=lime]ASCOMOID[/color][/b][color=lime][/color] Large Plant (Extraplanar) [b][color=lime]Hit Dice[/color][/b][color=lime][/color]: 6d8+12 (39 hp) [b][color=lime]Initiative[/color][/b][color=lime][/color]: +0 [b][color=lime]Speed[/color][/b][color=lime][/color]: 30 ft. (6 squares) [b][color=lime]Armor Class[/color][/b][color=lime][/color]: 17 (-1 size, +8 natural), touch 9, flat-footed 17 [b][color=lime]Base Attack/Grapple[/color][/b][color=lime][/color]: +4/+13 [b][color=lime]Attack[/color][/b][color=lime][/color]: Spore jet touch +4 ranged (5d4 acid plus infection) [b][color=lime]Full Attack[/color][/b][color=lime][/color]: Spore jet touch +4 ranged (5d4 acid plus infection) [b][color=lime]Space/Reach[/color][/b][color=lime][/color]: 10 ft./5 ft. [b][color=lime]Special Attacks[/color][/b][color=lime][/color]: Spore jet, trample (1d10+7) [b][color=lime]Special Qualities[/color][/b][color=lime][/color]: Blindsight 60 ft., damage reduction 5/piercing, fungoid traits, magic resistance [b][color=lime]Saves[/color][/b][color=lime][/color]: Fort +7, Ref +2, Will +3 [b][color=lime]Abilities[/color][/b][color=lime][/color]: Str 20, Dex 10, Con 15, Int 13, Wis 13, Cha 14 [b][color=lime]Skills[/color][/b][color=lime][/color]: Jump +14*, Move Silently +9, Perform (fungoid music) +11 [b][color=lime]Feats[/color][/b][color=lime][/color]: Point Blank Shot, Run, Weapon Focus (spore jet) [b][color=lime]Environment[/color][/b][color=lime][/color]: Any underground (Originally: any evil-aligned plane) [b][color=lime]Organization[/color][/b][color=lime][/color]: Solitary, duet, or troupe (3-6) [b][color=lime]Challenge Rating[/color][/b][color=lime][/color]: 5 [b][color=lime]Advancement[/color][/b][color=lime][/color]: 7-12 HD (Large); 13-24 HD (Huge) [b][color=lime]Level Adjustment[/color][/b][color=lime][/color]: -- 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. [b][color=lime]COMBAT[/color][/b][color=lime][/color] Ascomoids prefer to attack at a range with their spore jets. Against foes who get too close, ascomoids roll forward in order to trample. [b][color=lime]Spore Jet (Ex)[/color][/b][color=lime][/color]: 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. [b][color=lime]Trample (Ex)[/color][/b][color=lime][/color]: 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. [b][color=lime]Blindsight (Ex)[/color][/b][color=lime][/color]: Ascomoids have no visual organs but can ascertain all foes within 60 feet using sound, scent, and vibration. [b][color=lime]Magic Resistance (Su)[/color][/b][color=lime][/color]: 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. [b][color=lime]Skills[/color][/b][color=lime][/color]: *Gains a +4 bonus to Jump checks made after a running start. [b][color=cyan]BASIDIROND[/color][/b][color=cyan][/color] Medium Plant (Extraplanar) [b][color=cyan]Hit Dice[/color][/b][color=cyan][/color]: 5d8+10 (33 hp) [b][color=cyan]Initiative[/color][/b][color=cyan][/color]: +1 [b][color=cyan]Speed[/color][/b][color=cyan][/color]: 20 ft. (4 squares) [b][color=cyan]Armor Class[/color][/b][color=cyan][/color]: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15 [b][color=cyan]Base Attack/Grapple[/color][/b][color=cyan][/color]: +3/+7 [b][color=cyan]Attack[/color][/b][color=cyan][/color]: Slam +8 melee (2d4+6 plus suffocation) [b][color=cyan]Full Attack[/color][/b][color=cyan][/color]: Slam +8 melee (2d4+6 plus suffocation) [b][color=cyan]Space/Reach[/color][/b][color=cyan][/color]: 5 ft./5 ft. [b][color=cyan]Special Attacks[/color][/b][color=cyan][/color]: Hallucinogenic spores, suffocation [b][color=cyan]Special Qualities[/color][/b][color=cyan][/color]: Blindsight 60 ft., cold immunity, fungoid traits [b][color=cyan]Saves[/color][/b][color=cyan][/color]: Fort +6, Ref +2, Will +2 [b][color=cyan]Abilities[/color][/b][color=cyan][/color]: Str 18, Dex 13, Con 15, Int 13, Wis 13, Cha 14 [b][color=cyan]Skills[/color][/b][color=cyan][/color]: Hide +11*, Move Silently +11, Perform (fungoid music) +10 [b][color=cyan]Feats[/color][/b][color=cyan][/color]: Stealthy, Weapon Focus (slam) [b][color=cyan]Environment[/color][/b][color=cyan][/color]: Any marsh or underground (Originally: any evil-aligned plane) [b][color=cyan]Organization[/color][/b][color=cyan][/color]: Solitary, duet, or troupe (3-6) [b][color=cyan]Challenge Rating[/color][/b][color=cyan][/color]: 4 [b][color=cyan]Advancement[/color][/b][color=cyan][/color]: 6-10 HD (Medium); 11-15 HD (Large) [b][color=cyan]Level Adjustment[/color][/b][color=cyan][/color]: -- 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. [b][color=cyan]COMBAT[/color][/b][color=cyan][/color] 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. [b][color=cyan]Hallucinogenic Spores (Ex)[/color][/b][color=cyan][/color]: 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 [i]confusion[/i]) 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. [b][color=cyan]Suffocation (Ex)[/color][/b][color=cyan][/color]: 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 [i]cure disease[/i] instantly negates suffocation. [b][color=cyan]Blindsight (Ex)[/color][/b][color=cyan][/color]: Basidironds have no visual organs but can ascertain all foes within 60 feet using sound, scent, and vibration. [b][color=cyan]Skills[/color][/b][color=cyan][/color]: *A basidirond gains a +6 racial bonus to Hide checks in natural vegetation. [b][color=yellow]PHYCOMID[/color][/b][color=yellow][/color] Small Plant (Extraplanar) [b][color=yellow]Hit Dice[/color][/b][color=yellow][/color]: 4d8+12 (30 hp) [b][color=yellow]Initiative[/color][/b][color=yellow][/color]: +0 [b][color=yellow]Speed[/color][/b][color=yellow][/color]: 10 ft. (2 squares), climb 10 ft. [b][color=yellow]Armor Class[/color][/b][color=yellow][/color]: 15 (+1 size, +4 natural), touch 11, flat-footed 15 [b][color=yellow]Base Attack/Grapple[/color][/b][color=yellow][/color]: +3/-2 [b][color=yellow]Attack[/color][/b][color=yellow][/color]: Alkali touch +3 melee (2d4 acid plus infection), or alkali blob touch +5 ranged (2d4 acid plus infection) [b][color=yellow]Full Attack[/color][/b][color=yellow][/color]: Alkali touch +3 melee (2d4 acid plus infection), 2 alkalki blob touches +5 ranged (2d4 acid plus infection) [b][color=yellow]Space/Reach[/color][/b][color=yellow][/color]: 5 ft./5 ft. [b][color=yellow]Special Attacks[/color][/b][color=yellow][/color]: Infection [b][color=yellow]Special Qualities[/color][/b][color=yellow][/color]: Blindsight 60 ft., fire immunity, fungoid traits [b][color=yellow]Saves[/color][/b][color=yellow][/color]: Fort +4, Ref +1, Will +1 [b][color=yellow]Abilities[/color][/b][color=yellow][/color]: Str 9, Dex 11, Con 16, Int 13, Wis 13, Cha 14 [b][color=yellow]Skills[/color][/b][color=yellow][/color]: Climb +14, Hide +11, Perform (fungoid music) +9 [b][color=yellow]Feats[/color][/b][color=yellow][/color]: Point Blank Shot, Weapon Focus (alkali blob) [b][color=yellow]Environment[/color][/b][color=yellow][/color]: Any non-arctic forest or underground (Originally: any evil-aligned plane) [b][color=yellow]Organization[/color][/b][color=yellow][/color]: Solitary, duet, or troupe (3-6) [b][color=yellow]Challenge Rating: 3 [b][color=yellow]Advancement[/color][/b][color=yellow][/color]: 5-8 HD (Small); 9-12 HD (Medium) [b][color=yellow]Level Adjustment[/color][/b][color=yellow][/color]: -- 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. [b][color=yellow]COMBAT[/color][/b][color=yellow][/color] Phycomids attack by means of a highly alkaline substance that can be communicated by touch or fired at range. [b][color=yellow]Infection (Ex)[/color][/b][color=yellow][/color]: 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. [b][color=yellow]Skills[/color][/b][color=yellow][/color]: 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. [b][color=green]USTILAGOR [/color][/b][color=green][/color] Small Plant (Aquatic, Extraplanar, Psionic) [b][color=green]Hit Dice[/color][/b][color=green][/color]: 3d8+12 (25 hp) [b][color=green]Initiative[/color][/b][color=green][/color]: +2 [b][color=green]Speed[/color][/b][color=green][/color]: 20 ft. (4 squares), swim 20 ft. [b][color=green]Armor Class[/color][/b][color=green][/color]: 18 (+1 size, +2 Dex, +5 natural), touch 13, flat-footed 16 [b][color=green]Base Attack/Grapple[/color][/b][color=green][/color]: +2/-4 [b][color=green]Attack[/color][/b][color=green][/color]: Tentacle +4 melee (1d6 plus 1d4 acid), or acidic spray +4 ranged (1d6 acid) [b][color=green]Full Attack[/color][/b][color=green][/color]: 2 tentacles +4 melee (1d6 plus 1d4 acid), or acidic spray +4 ranged (1d6 acid) [b][color=green]Space/Reach[/color][/b][color=green][/color]: 5 ft./5 ft. [b][color=green]Special Attacks[/color][/b][color=green][/color]: Acidic spray, amphibious, psi-like abilities [b][color=green]Special Qualities[/color][/b][color=green][/color]: Blindsight 60 ft., fungoid traits [b][color=green]Saves[/color][/b][color=green][/color]: Fort +6, Ref +3, Will +3 [b][color=green]Abilities[/color][/b][color=green][/color]: Str 10, Dex 14, Con 17, Int 15, Wis 15, Cha 16 [b][color=green]Skills[/color][/b][color=green][/color]: Hide +12, Knowledge (the planes) +8, Move Silently +8, Perform (fungoid music) +9, Swim +8 [b][color=green]Feats[/color][/b][color=green][/color]: Toughness, Weapon Finesse [b][color=green]Environment[/color][/b][color=green][/color]: Any coastal area (Originally: any evil-aligned plane) [b][color=green]Organization[/color][/b][color=green][/color]: Solitary, duet, or troupe (3-6) [b][color=green]Challenge Rating[/color][/b][color=green][/color]: 4 [b][color=green]Advancement[/color][/b][color=green][/color]: 4-6 HD (Small); 7-9 HD (Medium) [b][color=green]Level Adjustment[/color][/b][color=green][/color]: -- 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. [b][color=green]COMBAT[/color][/b][color=green][/color] Like all fungoids, ustilagors prefer to attack by surprise. They use their [i]emotion[/i] and [i]id insinuation[/i] psi-like abilities to sow confusion and violence among groups of victims. [b][color=green]Acidic Spray (Ex)[/color][/b][color=green][/color]: 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). [b][color=green]Psi-Like Abilities[/color][/b][color=green][/color]: At will - [i]psionic plane shift[/i]. 1/day - [i]empathic feedback[/i] (maximum damage 9 points*), [i]emotion[/i] (Will save DC 18*), [i]energy adaptation, id insinuation[/i] (up to 4 targets, Will save DC 18*). Manifester level 9th. An ustilagor cannot use [i]emotion[/i] to arouse friendship or hope. Save DCs are Charisma-based. *Includes augmentation for ustilagor's manifester level. [b][color=green]Skills[/color][/b][color=green][/color]: 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. [b][color=green]Emotion[/color][/b][color=green][/color] Telepathy (Charm) [Mind-Affecting] [b][color=green]Level[/color][/b][color=green][/color]: Psion/wilder 4 [b][color=green]Display[/color][/b][color=green][/color]: Auditory and olfactory [b][color=green]Manifesting Time[/color][/b][color=green][/color]: 1 standard action [b][color=green]Range[/color][/b][color=green][/color]: Medium (100 ft. +10 ft./level) [b][color=green]Target[/color][/b][color=green][/color]: All living creatures within a 15-ft. radius [b][color=green]Duration[/color][/b][color=green][/color]: Concentration [b][color=green]Saving Throw[/color][/b][color=green][/color]: Will negates [b][color=green]Power Resistance[/color][/b][color=green][/color]: Yes [b][color=green]Power Points[/color][/b][color=green][/color]: 7 This power arouses a single emotion of your choice in the subjects. You can choose any one of the following emotions: [i]Despair:[/i] The affected creatures suffer a -2 morale penalty to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. [i]Emotion (despair)[/i] negates [i]emotion (hope)[/i]. [i]Fear:[/i] The affected creatures flee from you whenever they are in sight of you. [i]Emotion (fear)[/i] dispels [i]emotion (rage)[/i]. [i]Friendship:[/i] 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. [i]Emotion (friendship)[/i] negates [i]emotion (hate)[/i]. [i]Hate:[/i] The affected creatures react more negatively toward others. Their attitude shifts to the next least favorable reaction. [i]Emotion (hate)[/i] negates [i]emotion (friendship)[/i]. [i]Hope:[/i] The affected creatures gain a +2 morale bonus to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. [i]Emotion (hope)[/i] negates [i]emotion (despair)[/i]. [i]Rage:[/i] 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. [i]Emotion (rage)[/i] negates [i]emotion (fear)[/i]. [b][color=green]Augment[/color][/b][color=green][/color]: For every 2 additional power points you spend, this power’s save DC increases by 1. [b][color=orange]ZYGOM[/color][/b][color=orange][/color] Tiny Plant (Extraplanar) [b][color=orange]Hit Dice[/color][/b][color=orange][/color]: 3d8+3 plus host (16 hp plus host) [b][color=orange]Initiative[/color][/b][color=orange][/color]: +0, or as host [b][color=orange]Speed[/color][/b][color=orange][/color]: 10 ft. (2 squares), climb 10 ft. (or as host) [b][color=orange]Armor Class[/color][/b][color=orange][/color]: 12 (+2 size), touch 12, flat-footed 12; or as host [b][color=orange]Base Attack/Grapple[/color][/b][color=orange][/color]: +2 (plus host)/-9, or as host [b][color=orange]Attack[/color][/b][color=orange][/color]: As host [b][color=orange]Full Attack[/color][/b][color=orange][/color]: As host [b][color=orange]Space/Reach[/color][/b][color=orange][/color]: 2-1/2 ft./0 ft., or as host [b][color=orange]Special Attacks[/color][/b][color=orange][/color]: Dominate [b][color=orange]Special Qualities[/color][/b][color=orange][/color]: Blindsight 60 ft., fungoid traits [b][color=orange]Saves[/color][/b][color=orange][/color]: Fort +6, Ref +1, Will +5; plus host's base saves (modified by Dex and Con, if higher) [b][color=orange]Abilities[/color][/b][color=orange][/color]: Str 6, Dex 10, Con 12, Int 15, Wis 15, Cha 16 [b][color=orange]Skills[/color][/b][color=orange][/color]: Climb +11, Hide +14, Move Silently +6, Perform (fungoid music) +9 [b][color=orange]Feats[/color][/b][color=orange][/color]: Great Fortitude, Iron Will [b][color=orange]Environment[/color][/b][color=orange][/color]: Any non-arctic forest or underground (Originally: any evil-aligned plane) [b][color=orange]Organization[/color][/b][color=orange][/color]: Solitary (plus host), duet (plus hosts), or troupe (3-6 plus hosts) [b][color=orange]Challenge Rating[/color][/b][color=orange][/color]: 2 (or host's CR +2) [b][color=orange]Advancement[/color][/b][color=orange][/color]: 4-6 HD (Tiny); 7-9 HD (Small) [b][color=orange]Level Adjustment[/color][/b][color=orange][/color]: -- 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. [b][color=orange]COMBAT[/color][/b][color=orange][/color] 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. [b][color=orange]Dominate (Su)[/color][/b][color=orange][/color]: 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). [i]Dispel magic[/i] is of no avail. [i]Break enchantment[/i] or [i]cure disease[/i] 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. [i]Heal, holy word, limited wish, miracle[/i], or [i]wish[/i] can break the zygom's control and free the host. [i]Protection from evil[/i] 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. [b][color=orange]Fungoid Traits[/color][/b][color=orange][/color]: 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. [b][color=orange]Skills[/color][/b][color=orange][/color]: 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. [b][color=orange]Sample Zygom with Ogre Host[/color][/b][color=orange][/color]: 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. [i]Skills and Feats[/i]: Climb +6*, Hide -4, Move Silently -1, Perform (fungoid music) +9. Great Fortitude, Iron Will. *Includes -3 armor check penalty.[/color][/b] [/QUOTE]
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[1E to 3.5] Aerial Servant to Luck Eater (updated 04/06)
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