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Fungal
I had been hunting a family of ghouls for days. The patriarch of the family, from the accounts of witnesses, was more powerful than most ghouls ever get. I found the cemetery they called home. The entire thing was covered in a fungus, or rather, several varieties of fungus. The ghoul family moved, nearly unseen amongst it all. I had been too late. They were eating a young girl from a neighboring village. Her screams echoed through the mold encrusted graveyard, while I could do nothing but sit back in horror.
Boris Verhein – Hunter of the Damned
Sometimes a lich, vampire, ghoul, or other intelligent corporeal undead realizes their body is not needed. They can do anything to it and it really doesn’t matter. The Fungal have invited various molds, mushrooms, and fungi to coexist in their body. Often the fungus grows out of control, and into forms even the undead in question did not anticipate.
Their bodies are covered in multicolored fungi. Often the eye sockets have been filled, making the effected undead blind. At a Fungals touch plants wither, die, and grow fungus with in hours. Books and other organic materials rot, stone is covered in moss, and undead near them begin to take on the fungus as well.
More often than not the fungus has more effect on the undead then they were willing to let it. Druids have an easier time slaying Fungals than other undead because of the plant matter now in their bodies. The sheer variety of fungi present in any undead with the Fungal template causes a bizarre and staggering lot of abilities. Liches who take this template often go mad because of the Rotting Touch that destroys non-magical and magical items, especially books.
Creating the Fungal
Fungal is a template that can be added to any corporeal undead (referred to hereafter as the “base creature”). It uses all the base creature’s statistics and special abilities except as noted here.
Hit Dice: The Fungal gain an additional hit die.
Speed: Fungal are somewhat slower, resulting in a –5 penalty to their movement class.
AC: +2 AC
Damage: The Fungal retain all natural attacks of their base creature.
Special Attack: The Fungal retain all the base creature’s special attacks and also gains those listed below.
Breath Weapon (Su) A Fungal can breath out a cone of fungal spores, from the fungus that has taken residence inside of it, three times a day, but must wait 1d6 rounds between uses. Living creatures caught in this suffer damage as per the table below. Undead caught in the cone must make a Will save or gain the Fungal template in 1d6 days. DC of save is equal to 10 plus the hit dice of the Fungal plus the Wisdom modifier if any.
Size Cone size Stat Breath Weapon Damage
Fine - - -
Diminutive 5 Ft. Intelligence 1d2
Tiny 10 Ft. Constitution 1d3
Small 15 Ft. Wisdom 1d4
Medium 25 Ft. Dexterity 1d6
Large 35 Ft. Strength 1d8
Huge 45 Ft. Constitution 2d6
Gargantuan 55 Ft. Dexterity 2d8
Colossal 65 Ft. Constitution 3d6
Fungal Touch (Ex) A tough from the fungal delivers various fungi to everything it touches, this withers and kills plants and spreads fungus everywhere. This touch is why lairs of a fungal are covered in moss, lichen, and other fungi. By merely touching a stone, wood, or other structure made out of natural material, it spreads a fungus of a type of it’s choosing.
Organic matter is destroyed in 1d6 rounds. Plants are entitled to a Fortitude save DC 10 plus the hit dice of the Fungal plus it’s Wisdom. Plants effected this way take 2d6 damage per round as the fungus grows on it.
Living creatures must make a Fortitude save DC 10 plus ½ the hit dice (rounding down) of the Fungal plus it’s Wisdom modifier or take an additional 1d4 points of damage per round for 1d6 rounds. A Remove Disease spell nullifies this effect. Magical items made of organic material get a Fortitude save of the same DC as with living creatures or be destroyed in 1d10 rounds. Again Remove Disease prevents this.
A non-fungal undead touched by a Fungal must make a will save with DC equal to 10 plus the Fungal’s hit dice plus the Fungal’s Wisdom modifier if any or gain this template in 1d4 days. This ability may never be turned off.
Puffball (Ex) Twice a day a Fungal may produce a fruit like object. This may be thrown at an enemy as a ranged weapon that the Fungal is automatically proficient in. When thrown the Puffball breaks open, releasing spores in a cloud. Any living creatures must make a Fortitude save DC equal to 10 plus ½ the Fungal’s hit dice (rounding down) plus the Fungal’s Wisdom modifier if any or suffer the damage as below. Undead must make a Will save with the same DC as living creatures or gain this template in 1d4 days. Physical damage is dealt as a blunt weapon. Due to the puffball fungus being a different sort of fungus than grows internally and causes the spores from the breath weapon, it deals damage to a different stat.
Size Cloud Size Stat Damage Physical Damage Range
Fine - - - -
Diminutive 5 Ft. 1 Strength 1d2 5 ft.
Tiny 10 Ft. 1d2 Dexterity 1d3 10 ft.
Small 15 Ft. 1d3 Intelligence 1d4 15 ft.
Medium 25 Ft. 1d4 Constitution 1d6 20 ft.
Large 35 Ft. 1d6 Wisdom 1d8 40 ft.
Huge 45 Ft. 1d8 Strength 2d6 80 ft.
Gargantuan 55 Ft. 2d6 Constitution 2d8 100 ft.
Colossal 65 Ft. 2d8 Dexterity 3d6 140 ft.
Spore Release (Ex) Upon death a Fungal releases a cloud of spores, with a radius equal to twice it’s puffball cloud and deals twice the damage.
Special Qualities: A Fungal retains all the base creature special qualities and also gains those listed below.
Blindsight (Su) Every Fungal has a 50% chance of having it’s eye sockets filled with fungus and losing its sight because of this. The affected fungal gains blindsight with a range of 40 feet. Beyond that range, the fungal treats all targets as totally concealed.
Spell like abilities (Su) A Fungal can use Faerie Fire on itself at will. 2/day a Fungal may use Hypnotic Pattern. This spell is generated by the fungal parts of the body. All spells are cast as a Sorcerer of the Fungal’s hit dice.
Turn/Rebuke plants (Su) The fungal may rebuke or command fungal plants and undead with the fungal template as a cleric with the plant domain of it’s level in hit dice. Use the Fungal’s wisdom modifier instead of its Charisma.
Vulnerabilities (Ex) A Fungal is effected by any spell that can effect plants. This does not include spells that target wood, trees, or other leafy plants specifically. (Example: An Antiplant Shell will keep a Fungal undead from getting inside it’s radius.)
Cold effects do their damage and act as a Slow spell cast as a sorcerer of the damager’s level.
A Fungal takes twice the damage from Fire.
A Remove Disease spell deals 1d4 damage per caster level. A Plant Growth spell heals 1d6 damage per caster level.
Saves: Same as base creature
Abilities: The Fungal gains +2 Strength, -2 Intelligence, -2 Charisma
Skills: Fungals receive a +10 racial bonus to Hide in a natural setting.
Feats: Same as base creature.
Climate/Terrain: Any damp terrain
Organization: As base creature
Challenge Rating: Same as base creature +3
Alignment: Usually Evil
Advancement: As base creature