Into the Green Contributions

Jim Butler

Explorer
Greetings!

We've finished going through all the submissions for Into the Green, and here's a list of those whose submissions we've accepted. Congratulations!

Into the Green Contributors
Alexander MacLeod, Andrew Kendrick , Bill Collins, Brannon Hollandsworth & Ken Marable, Bret Boyd , Charles Plemons III, Christina Stiles, Christopher Smith Adair, Darrin Drader, F. Wesley Schneider, Gareth Hanrahan, Gerald Brown, Greg Dent, James Mishler, Lysle Kapp, Neal Levin, Shannon Bennett, Simon Collins, Spike Jones, Steve Creech, and Stiles & Pat Sweeney

If your name is listed above, you should have received an email from me today giving you specific instructions as to what we should do next, plus a contract for you to fill out and return to me. If you haven't received it, please drop me a line at jim@bastionpress.com and I'll get a new copy out to you.

If we didn't accept your submission, that doesn't mean that it wasn't good, only that it wasn't as good of a fit as some of the other submissions we've received. One of the hardest parts of the entire review process is trying to sort out the really good entries fromt he really good entries that are a better fit into the product. Thanks for making our job so hard. ;-)

Thanks again for making Bastion Press the best in the business. We'll have another All-Call soon...
 

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Well, here it is :-/ I guess i'll change it around and add it to the Blasphemous Bestiary when it is released.

The Creeper in Flesh "The Moldling"
Medium Sized Plant

Hit Dice: 4d8 +4 (22 hit points)
Initiative: -2
Speed: 20 ft. (undead host)
Armor Class: 15 (-2 dex, +7 natural)
Attacks: Pseudopods +5
Damage: Pseudopods 1d6 +2 + Constitution damage
Face/Reach: 5 ft. x 5ft. / 5ft.
Special Attacks: Infesting Breath, Fear, Animate Dead, Control Undead, Constitution Damage
Special Qualities: Damage Reduction 5/+1, Cold Resistance 5, Plant traits
Saves: Fort +4, Ref -1, Will, +1
Abilities: Str 15, Dex 7, Con 13, Int --, Wis 10, Cha 10
------------------------------------------------------------------------ --
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always Neutral
Advancement: Large (5 - 10 HD), Huge (10 - 15 HD)

Most people react with revulsion and even fear when they consider the fate that awaits their physical bodies after death. The inevitable decay of the mortal coil is a horrid thing to contemplate: vermin feasting on one's decaying flesh, millions of unseen organisms devouring the stuff of life and transforming it into so much dust. However, such processes are the way of the natural order, where deaths serves to feed life. A pair of evil spellcasters (a wizard and a druid, both twins) twisted one particular variety of fungus so that it became symbiotic with the foul undead.

A Creeper in the Flesh (or a Moldling as common folk call it) is doubly deceptive in its innocuous form. It appears to be a mundane mold possessing a dense, flat network of hyphae and short-stalked fruiting bodies. To the naked eye, it resembles a blackish-brown patch of spongy scales, carrying the sickly sweet smell of desiccated flesh. However, moldlings are always encountered while inhabiting a host, usually the long dead body of some unfortunate individual. The mold animates the corpse, giving it the appearance of a fungus-covered zombie. Unlike some magical mold creatures that can physically move cadavers, the moldling actually creates and controls undead. Thus, while some perceptive monster hunters may realize that the fungus is the true foe, few understand how unnatural that foe truly is.

Combat: Moldlings "think" only of reproduction through infection of the living with their spores. A moldling will normally attempt to conceal itself from prey by utilizing its natural stealth to tail a victim and then creeping into camp at night on an undead host, whose spore filled lungs they used to deliver their 'children' into the bodies of man.

Infesting Breath (Ex): Once every three rounds a Molding can spew forth a toxic and diseased cloud of spores from its undead host's mouth. Typically the fungus fills the undead monster's lungs with vital spores which are breathed out into the face or directly into the lungs of a creature which the fungus zombie locks mouths with (often when the victim is asleep out in the open). In all out combat, the Moldling will simply breath out the spores as a breath weapon which fills a 30 ft. circular area, centered on the mold's undead host. The slightest breeze (5 mph +) can cause the spore cloud to dissipate and lose potency. Those who enter the area of spores must roll a fortitude save (DC 15) or become infected with the moldling spores which began decaying the lungs of the infected victim quickly once entering a living body. The victim's flesh begins to pucker and wilt, as patches of mold overwhelm the body's immune system. The victim also emits a horrible stench, reminiscent of a rotting corpse—which it is, in a sense, as the body is experiencing subdermal necrosis on a microscopic scale.

The spores cause 1d12 points of permanent constitution damage initially, and force the individual to continually roll a fortitude save every 24 hours taking an additional 1d12 points of permanent constitution damage until they die or finally pass a save. Regardless, the damage is permanent unless a restoration or greater restoration spell is cast on the individual in time. A Heal or Remove Disease spell prevents further damage from spores by killing them, but heals none of the ability damage caused before such magic was applied. Those that die from the infection animate 1d4 rounds after death as a zombie under the instinctual control of the moldling. Setting the body on fire prevents animation and kills the Molding creature inhabiting the body cavities of the corpse.

Fear (Su): All who view a person infected by the moldling spores in their advanced state must roll a will save (DC 15) or flee in the opposite direction in abject terror, unable to help the diseased victim.

Constitution Drain (Su): The Molding can use a pseudopod created from its own body to attack those that come into the threatened area of its host. Those that are struck by this pseudopod take 1 point of permanent constitution damage. This attack heals the molding of 1d6 points of damage. Once a moldling has drained 1 constitution point per hit dice it currently possesses, it gains another permanent hit die. Should it advance to a new size, the molding must search out and transplant itself into a new host body large enough to accommodate its increased bulk (usually a monster corpse that is large size or bigger).

Animate Dead (Sp): Any corpse that a molding comes into contact with animates as a zombie or skeleton as if created with a Animate Dead spell. It can do this at will as many times a day as it wishes.

Control Undead (Su): The Moldling can control undead as an evil cleric equal to itss hit dice. It can never control more than twice its hit dice in undead. Additional undead created after this limit has been reached are added to the moldling's control, but control of other undead is lost.

Plant: Immune to mind influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

Habitat/Society: Moldlings can typically be found near graveyards which have been neglected by the families of those that are buried there for too long. Like the undead, they have no real impact on society other than to spread fear, rumors, and stories of their foul deeds which they commit mindlessly on a daily basis. It is often that a cleric will be assigned by a god of a good alignment to brave ruined graveyards to destroy the undead which wander there only to find themselves infested with the deadly spores of the Moldling fungus.

Campaign: The Moldling can be used as a simple random encounter in an adventure where the undead have a large presence or they can be the single ‘villain' of a low level adventure where player characters are asked to remove an undead threat from a nearby overgrown graveyard. Evil druids will often summon these creatures into graveyards in order to keep people out of a nearby grove or to simply delight in destroying a piece of civilization. It is known that many of these evil druids create and or deliberately breed Moldlings to act as guardians or foot soldiers in their war against structured stone and wood of a nearby town and will send these parasitic plants and their undead hosts into public areas to cause havoc.

Variant: Rumors have it that another variant of the Molding exists that is intelligent and powerful enough to offer a powerful spellcaster the benefit of lichdom. It is believed that this unique Moldling was the first to be created by the insane and evil spellcaster twins and that it still thrives in one of the many layers of the Abyss where it was banished by a conclave of good druids hundreds of years earlier.
 
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