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Myconid, Deathcap
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=='''Myconid, Deathcap'''== A deathcap is a very distant relation to the standard myconid, living within the deepest, darkest forests where little light enters through the thick, entertwined boughs above. They are often found upon the bark of the great trees though tend to remain upon the damp, mulchy ground in great colonies. The denizens of this eternal twilight share little in common with their subtereanean brethren, being filled with a malice and hatred towards nearly all other creatures. They appear more as toadstools than mushrooms, with lumpy warts covering their forms, but in most ways resemble standard myconids. Their skins are also incredibly tough and fibrous, absorbing the woody strength of the trees about them. They tend towards unhealthy shades of blacks and murky greens, though when they wish the deathcap glows with a pale yellow light. The warts upon them are capable of glowing in multiple colors and may shift and shimmer in complex patterns through which they speak with one another. Upon the deathcap's back are many small finger-like knobs that allow them to grip vertical surfaces firmly from behind so as to have free hands. '''Combat''' '''Foxfire (Ex):''' A deathcap may produce a gentle luminescent glow at will or extinguish it completely. The exact range of the illumination is specified in the individual descriptions. '''Poison (Ex):''' A deathcap's touch is highly poisonous. Contact, DC and damage varies; see individual descriptions. The save DC is Constitution-based. '''Spores (Ex):''' As a standard action, a deathcap myconid can release a cloud of spores. These spores come in several varieties, as described below. As it enters each new stage of life, a deathcap myconid gains a new variety of spore but does not lose access to the previous varieties. Each type of spore can be used a number of times per day equal to the deathcap's Hit Dice. Spores can be released either in a 120-foot spread or as a 40-foot ray again a single target, as noted in the individual spore descriptions. ''Animation:'' Only the shaded queen has access to these spores. When released over a dead body, animation spores begin a process that covers the corpse with sticky black fungal threads. After 1d4 days, the corpse reanimates as a servant. A servant has all the characteristics of a zombie of the same size, except that it retains its previous creature type and it cannot be turned or otherwise affected as an undead. Over the course of 1d6 weeks, a deathcap-animated corpse slowly decays. As the end of the period it liquefies into a glowing gel-like substance. ''Darkness:'' These spores are released in a 120-foot spread which shadow the area in an impenetrable smoky cloud. These spores obscure all sight, acting as the Fog Cloud spell, except that normal lights (torches, candles, lanterns, myconid's glow, and so forth) are incapable of brightening the area, though light spells function normally. These spells however do not allow one to see farther in the spores than normal. ''Distress:'' These spores alert all other myconids within the area that danger is near. They are released in a 120-foot spread. ''Musty:'' These spores fill a 120-foot spread with a foul, musty smell. All creatures in the area must make a Fortitude saving throw (DC varies; see individual descriptions) or become nauseated for a number of rounds equal to the deathcap's Constitution modifier. ''Reproduction:'' These spores eventually germinate into new infant deathcaps. There are released as a 120-foot spread and have no detrimental effects on nonmyconids. ''Shades:'' These spores are released as a 40-foot ray. The target make a Fortitude saving throw (DC varies; see individual descriptions) or be affected as by the Fear spell. If the Fortitude save succeeds, the creature is still shaken for 1 round. '''Wood Rot (Ex):''' Deathcap myconids can cause great decay when in contact with wood. Exact results vary on the age of the myconid; see individual descriptions. '''Skills:''' A deathcap myconid gains a +4 racial bonus to climb and move silently. ==Deathcap Myconid, Scavenger== Tiny Plant '''Hit Dice:''' 1d8+1 (5 hp) '''Initiative:''' +2 '''Speed:''' 20 ft. (4 squares), climb 10 ft. '''Armor Class:''' 16 (+2 dex, +2 natural, +2 size), touch 14, flat-footed 14 '''Base Attack/Grapple:''' +0/-8 '''Attack:''' Slam +4 melee (1d3 plus poison) '''Full Attack:''' 2 slams +4 melee (1d3 plus poison) '''Space/Reach:''' 2 1/2 ft./0 ft. '''Special Attacks:''' Poison, spores, wood rot '''Special Qualities:''' Foxfire, low-light vision, plant traits, scent '''Saves:''' Fort +3, Ref +2, Will +1 '''Abilities:''' Str 10, Dex 15, Con 13, Int 8, Wis 12, Cha 13 '''Skills:''' Climb +4, Listen +3, Move Silently +6, Spot +6 '''Feats:''' Alertness, Weapon Finesse(B) '''Environment:''' Temperate or Warm Forest '''Organization:''' Solitary, Pair, or Gang (3-5) '''Challenge Rating:''' 1 '''Treasure:''' None '''Alignment:''' Usually neutral evil '''Advancement:''' - '''Level Adjustment:''' - These young deathcaps are two to six years old. They are most often sent to search for corpses and other decaying objects. They also assist older deathcaps with chores and serve as the colony's first line of defense. '''Combat''' Scavengers are incredibly cowardly, releasing their spores at the first sign of danger and then hiding or retreating if threatened. If forced to fight, they will cut off their illumination and attempt to catch their opponent off guard in the darkness. '''Foxfire (Ex):''' Scavengers produces shadowy illumination out to a 5-foot radius. '''Poison (Ex):''' Contact, Fortitude DC 11, initial damage 1d2 constitution, secondary damage Sickened. The save DC is Constitution-based. '''Spores (Ex):''' Scavengers have access only to distress spores. '''Wood Rot (Ex):''' Scavengers can destroy an unattended, nonmagical wooden item smaller than 6 feet in diameter, or a 3-foot radius volume of a larger wooden object, if it remains in contact for a full minute.
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