Cleon
Legend
Good to go, then?
That was over far too quickly, can't we argue over it for a bit?

I miss the transient golem, that was a conversion you could really get your teeth into.

Good to go, then?
It appears so!
Let's tackle a non-hazard...
Dirtwraith (Sargusian Fungus)
That all sounds about right.
Adjust violet fungi physical ability scores to Tiny?
Violet Fungus: Str 14, Dex 8, Con 16
"Tiny-fied": Str 6, Dex 12, Con 14
Since the dirtwraith seems to need to extract itself from the ground before moving to a new host, I don't think it should have a burrow speed.
Dust of sneezing and choking does Con damage, so maybe
Spores (Ex): Inhalation, Fortitude DC X, initial damage 1d2 Con and is sickened for X rounds, secondary damage 1d2 Con. The save DC is Constitution-based.
What do you think?
The dirtwraith is immune to fire, mind-affecting magic, and blunt weapons.
Added to Homebrews.
I'm fine with the slow burrow speed.
That looks like damage reduction x/slashing or piercing and immunity to fire and mind-affecting spells and abilities.
Let's not make 'em blind, since none of the MM fungi are blind.
I'd prefer Con damage to death for the poison's secondary damage, and make it "unconsciousness" rather than "coma" for the primary.
With a burrow speed, I'm not sure if these ever have a motivation to leave the ground. I'd make the animate plants Su ability include some sort of meld into plant or meld into roots or something.
I like the rest of what we have, though I'm not fond of the grapple check to force the poison.