Myconid
Myconid
Requirements: Minimum CON 9
Ability Modifiers: -1 DEX, +1 WIS
Languages: Common, Root-Speak (Deepcommon), one more choice of Language (at GM discretion)
Myconids are humanoid mushrooms with bark like skin and soft spongy caps of varying shapes and style. It is believed that each family lines have a unique cap style. They have no mouths, but communicate telepathically. They dwell in shallow or deep caverns where the air is moist enough to support their living skin. Often found in shallow hand dug holes during the day; they are more often seen active at night.
Myconids pass on genetic history and instinctual ancestral knowledge down through their process of reproduction. Myconids do no bear young, but instead reproduce during their death process. They bury themselves in a safe subterranean area, and turn into a network of mycelium as their bodies decay. The mycelium holds ancestral knowledge of past lives and skills that are passed down to their reborn bodies, along with their genetic history. It is known that Myconid family lines that are magic users may pass down the ability to use magic. The process can not be completed until fresh rain follows the Myconid’s death. Following a fresh rain the Myconid will start to grow, and eventually emerge as a full grown adult.
Fungal Spores
Once per day per level, a Myconid may emit a spray of spores at a single living person (i.e. human / demihuman of any level or humanoid monster of up to 4+1 HD) within 20'.
Pacifying spores: The target must save versus poison or become completely passive for 1 round per level of the Myconid, unable to act or move.
Hallucinogenic spores: (From 4th level.) The target must save versus poison or be afflicted with terrifying visions for 1 turn. Roll on the table below to determine the target's reaction to the hallucinations.
Hallucinogenic Spores Table
d6 | Effect |
---|---|
1-2 | Flee in terror |
3-4 | Cower and babble |
5-6 | Attempt to kill nearest creature |
Infravision
Myconids have infravision to 60’ (see Darkness under Hazards and Challenges in Old-School Essentials).
Light Sensitivity
When in bright light (daylight, continual light), Myconids suffer a –2 penalty to attack rolls and a –1 penalty to AC.
Rest and Sustenance
Myconids do not eat or sleep in the normal sense. Instead, they require a period of 8 hours each day spent in contact with moist earth.
Missing the rejuvenate period: The Myconid loses 1 hit point per day until it is again able to spend 8 hours in contact with moist earth.
Telepathic Communication
Myconids are mouthless and unable to speak, communicating entirely telepathically. This form of communication is effective with any sentient creature within 120’ that the Myconid can perceive. The Myconid is able to converse in any language they know.
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Optional Abilities (Higher XP Cost)
Combat
Myconids have naturally tough skin and do not wear armor. They may use shields and any kind of weapons.
Growth
A 1st level Myconid is 4' tall. A Myconid’s height increases by 1’ per level gained, up to a maximum of 9’ tall at 6th level.
Unarmed attacks: A Myconid may make melee attacks with its club-like fists (1 attack per round), inflicting 1d4 damage per level, as shown in the level progression table.
Natural Armor Class: Although unable to wear armor, a Myconid's tough skin grants it a natural Armor Class that increases with experience level, as shown in the level progression table.
Level | HD | Atk Bonus | Nat AC | Melee Dmg | Sv. D | W | P | B | S |
---|---|---|---|---|---|---|---|---|---|
1 | 1d8 | 0 | 13 | 1d4 | 9 | 11 | 9 | 13 | 12 |
2 | 2d8 | 0 | 14 | 2d4 | 9 | 11 | 9 | 13 | 12 |
3 | 3d8 | 0 | 15 | 3d4 | 9 | 11 | 9 | 13 | 12 |
4 | 4d8 | +2 | 16 | 4d4 | 7 | 9 | 7 | 11 | 10 |
5 | 5d8 | +2 | 16 | 5d4 | 7 | 9 | 7 | 11 | 10 |
6 | 6d8 | +2 | 16 | 6d4 | 7 | 9 | 7 | 11 | 10 |
After Reaching 6th Level
A Myconid may found a subterranean stronghold that will attract Myconids from far and wide. The character will rule over the other Myconids as their liege.
Fungal Reanimation
****A Myconid liege can implant special spores into the decomposing substrate of a humanoid corpse, causing it to reanimate as a fungal zombie under the Myconid's control.
Time: Creating a fungal zombie takes one week. The Myconid must carefully tend the process.
Fungal Zombie
AC 11, HD 2 (9hp), Atk 1 × weapon (1d8 or by weapon), Atk Bonus +1, MV 60’ (20’), SV D12 W13 P14 B15 S16 (1), ML 12, AL Neutral, XP 20
- Initiative: Always lose (no roll).
- Turning: Fungal zombies are not undead and cannot be turned by clerics, etc.