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Monster Monday: Fungi

It’s Monster Monday again, and for this morning, in honor of the allergies that are making my life a tetch more difficult than I’d like to imagine, I’m offering up a few of the various fungus-like creatures from Dragon Heresy.

These are less “monsters” then they are hazards. They are not sentient and they’re just aware enough to cause adventurers trouble – but they make great obstacles and barriers to overcome, and will naturally come to populate, and even dominate, the dark, dank, and magically-enhanced places of the world.

Fungi

Natural fungi play the role of nature’s decomposers, and are quite different than the usual plants. They play a vital role in any natural ecosystem, and when such a system is naturally enhanced by, and perfused with, magical energy, odd things can happen.

Shrieker

The shrieker might be a naturally-evolving organism, or it may have been purposefully created by a druid as a warning mechanism. They can be used as an alarm system in any dark place that can support their growth, and will react to any unnatural or mobile light source, or the presence of any moving creature. Their cry is piercing and loud, but not hazardous to those with normal hearing. Those with particulary sensitive ears (such as cats and dogs) might face a turn of stun if caught in such a blast of sound (make a DC 15 Constitution save to avoid this effect).

The shrieker can’t be grappled effectively—it can be plucked or destroyed, but grabbing the giant mushroom won’t change its behavior.

Medium plant, unaligned

Speed 0 ft.

STR DEX   CON INT WIS CHA
1 1 10 1 3 1
-5 -5   0 -5 -4 -5
Defenses   Wound Thresholds    
Threat DC 5 Morale Injury KO Death
Hit DC 14 0-1 2 3-5 6+
           
DR 0 Control Thresholds
Vigor 13 Grab Grapple Restr. Incap.
Vigor Dice 3d8

 

Proficiency +2

Condition Immunities. blinded, deafened, frightened

Senses. blindsight 30 ft. (blind beyond this radius), passive Perception 6

Languages.

Challenge 0 (10 XP)

False Appearance. While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.

Reactions

Shriek. When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shriekers turns afterward.

Violet Fungus

Known as the prince of the fungus kingdom by some northerners, this shockingly purple fungus is one of the most aggressive decomposing agents found in natural plants. It can detect the presense of natural flesh (animal, humanoid, etc., though pure fae seem to be unaffected), and when a suitable target comes into range, it will launch packets of spores and goo that function as a rotting touch, causing decomposition and necrotic damage to any creatures not immune.

Medium plant, unaligned

Speed 5 ft.

STR DEX   CON INT WIS CHA
3 1 10 1 3 1
-4 -5   0 -5 -4 -5
Defenses   Wound Thresholds    
Threat DC 5 Morale Injury KO Death
Hit DC 15 0-1 2-3 4-6 7+
           
DR 0 Control Thresholds
Vigor 18 Grab Grapple Restr. Incap.
Vigor Dice 4d8 0–1 0–1 0–2 -1+

 

Proficiency +2

Condition Immunities. blinded, deafened, frightened

Senses. blindsight 30 ft. (blind beyond this radius), passive Perception 6

Languages.

Challenge 1/4 (50 XP)

False Appearance. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.

Actions

Multiattack. The fungus makes 1d4 Rotting Touch attacks.

Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 1d4 necrotic damage.

Shambling Mound

No one who has ever encountered a shambling mound will laugh at the term “predatory fungus.” These large creatures are highly aggressive, and will attack and attempt to devour any creature it can sense. It’s sneaky for a giant mound of fungus, too.

It can be found in any dark and cool forested area, and while it’s not fast enough to be a true apex predator, it is dangerous enough to alter the behavior of creatures nearby.

It’s giant, amorphous body is functionally immune to being grappled—it will flow around any attempts to do so.

Game Mechanics: The shambling mound does not dodge or react to attacks—it is a giant pile of fungus that can absorb damage like a sponge. It is absorbing real damage, however, and unlike most creatures in Dragon Heresy, it has a very large wound total but no vigor. Any attack that scores a threat also scores a hit.

Large plant, unaligned

Speed 20 ft., swim 20 ft.

STR DEX   CON INT WIS CHA
18 8 16 5 10 5
 +4 -1    +3 -3 0 -3
Defenses   Wound Thresholds    
Threat DC 11 Morale Injury KO Death
Hit DC 11 0-34 35-68 69-136 137+
           
DR 4 Control Thresholds
Vigor 0 Grab Grapple Restr. Incap.
Vigor Dice 16d10+48†

*natural armor

†Vigor dice are recorded as wounds

Proficiency +2

Skills. Stealth +2

Damage Resistances. cold, fire

Damage Immunities. control, lightning

Condition Immunities. blinded, deafened, exhaustion

Senses. blindsight 60 ft. (blind beyond this radius), passive Perception 10

Languages.

Challenge 5 (1,800 XP)

Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of vigor equal to the lightning damage dealt.

Actions

Multiattack. The shambling mound makes two slam attacks. If the target is restrained, the shambling mound uses its Engulf on it.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d8+4 bludgeoning and control damage.

Engulf. Melee Weapon Attack: +7, reach 0 ft., one target. Hit: The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe. The mound may continue to use its multiattack to build up more control even as the target suffocates. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.

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