NECROFUNGUS - A New Hazard

MechaPilot

Explorer
The following is a hazard (and an associated creature) found in my homebrew campaign setting of Tenesia. Any thoughts, concerns, or constructive criticisms are welcome. Also, I'm not sure I got the CR right on the associated monster.

Necrofungus
A patch of necrofungus consists of slick black mushrooms that smell of rotting flesh. This fungus devours light and life energy, growing rapidly as it's fed, and reanimated creatures who die nearby. A 5 foot patch of necrofungus has the following statistics and abilities:


Hit Points: 24
Armor Class: 10
Resistances: bludgeoning weapons.
Immunities: necrotic damage.


Devourer of Light. Necrofungus absorbs light energy within 30 feet of it. Within this radius, bright light becomes dim light and dim light becomes darkness. Magic that does radiant damage does half damage to creatures within 30 feet of a patch of necrofungus, or when the caster is within 30 feet of a patch of necrofungus.


Devourer of Life. Necrofungus absorbs the energy of magic that heals, removes diseases or curses from, or raises a dead creature within 30 feet of it, or if the caster of such magic is within 30 feet of it.

Necrotic Aura. Necrofungus deals 10 (3d6) necrotic damage to any creature who enters within 10 feet of it, and to any creature who starts or ends their turn within 10 feet of it.

Rapid Growth. Necrofungus grows rapidly when fed. Any time the necrofungus' Devourer of Light or Devourer of Life ability comes into play, the patch of necrofungus grows 5 feet in every available direction.

Reanimation. A creature that dies within 30 feet of a patch of necrofungus will rise again as a necrofungal zombie. This takes one round for every 5 feet of distance between the corpse and the fungus. A necrofungal zombie is a zombie that's infested with necrofungus. In addition to being a zombie, it has all the abilities of a patch of necrofungus.

Sunlight. While necrofungus can absorb and feed on light energy, it cannot absorb sunlight, which is poisonous to it and will cause the fungus to wither and die. Necrofungus will die after 1 minute of exposure to direct sunlight.

Fire. Although necrofungus absorbs light energy it has no resistance to fire damage.






Necrofungal Zombie (Humanoid)
medium undead
Armor Class 8
Hit Points 22(3d8+9)
Speed 20 ft.
STR 13 (+1)
DEX 6 (-2)
CON 16 (+3)
INT 3 (-4)
WIS 6 (-2)
CHA 5 (-3)


Saving Throws: Wis +0
Skills: Athletics +3
Damage Immunities: poison, necrotic
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 8
Languages: understands the languages it knew in life but can’t speak
Challenge Rating: 1 (200 XP)


Necrofungal. The zombie's body is infested with Necrofungus, granting it the following traits.


Devourer of Light. Necrofungus absorbs light energy within 30 feet of it. Within this radius, bright light becomes dim light and dim light becomes darkness. Magic that does radiant damage does half damage to creatures within 30 feet of a patch of necrofungus, or when the caster is within 30 feet of a patch of necrofungus.


Devourer of Life. Necrofungus absorbs the energy of magic that heals, removes diseases or curses from, or raises a dead creature within 30 feet of it, or if the caster of such magic is within 30 feet of it.


Necrotic Aura. Necrofungus deals 10 (3d6) necrotic damage to any creature who enters within 10 feet of it, and to any creature who starts or ends their turn within 10 feet of it.


Rapid Growth. Necrofungus grows rapidly when fed. Any time the necrofungus' Devourer of Light or Devourer of Life ability comes into play, the patch of necrofungus grows 5 feet in every available direction.


Reanimation. A creature that dies within 30 feet of a patch of necrofungus will rise again as a necrofungal zombie. This takes one round for every 5 feet of distance between the corpse and the fungus. A necrofungal zombie is a zombie that's infested with necrofungus. In addition to being a zombie, it has all the abilities of a patch of necrofungus.


Sunlight. While necrofungus can absorb and feed on light energy, it cannot absorb sunlight, which is poisonous to it and will cause the fungus to wither and die. Necrofungus will die after 1 minute of exposure to direct sunlight.


Undead Fortitude. If damage reduces the zombie to 0 hit points,it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.


ACTIONS
Slam. Melee Weapon Attack:+3 to hit, reach 5 ft., one target. Hit:4 (1d6 + 1) bludgeoning damage.
 

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