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The Vorpal Tribble
2007-01-23, 11:58 PM
Myconid, Deathcap

http://www.jakob-persson.com/files/images/shot0003.preview.jpg


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.

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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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Deathcap Myconid, Raider

Small Plant
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 15 (+2 dex, +2 natural, +1 size), touch 13, flat-footed 13
Base Attack/Grapple: +1/-2
Attack: Slam +5 melee (1d4+1 plus poison)
Full Attack: 2 slams +5 melee (1d4+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spores, wood rot
Special Qualities: Foxfire, low-light vision, plant traits, scent
Saves: Fort +5, Ref +2, Will +1
Abilities: Str 13, Dex 14, Con 14, Int 9, Wis 13, Cha 14
Skills: Climb +5, Listen +4, Move Silently +6, Spot +8
Feats: Alertness, Weapon Finesse(B)
Environment: Temperate or Warm Forest
Organization: Solitary, Pair, or Gang (3-5)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral evil
Advancement: -
Level Adjustment: -

These deathcaps are 6-10 years old. They are the main contributors to the community, often dragging in that which is found by scavengers or doing other menial jobs.

Combat
Raiders are decent fighters, though rarely do they allow themselves to be caught up within a fair fight. They usually attempt to hide and then attack from ambush. Many will come together to rot the base of small trees to fall and block the path of the intruders.

Foxfire (Ex): Raiders provide shadowy illumination out to a 10-foot radius.

Poison (Ex): Contact, Fortitude DC 13, initial damage 1d2 constitution, secondary damage Nauseated. The save DC is Constitution-based.

Spores (Ex): Raiders have access to both distress and reproduction spores.

Wood Rot (Ex): Raiders 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 5 rounds.

-=-=-=-=-=-

Deathcap Myconid, Greater Raider

Medium Plant
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 14 (+1 dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +2/+4
Attack: Slam +4 melee (1d6+2 plus poison)
Full Attack: 2 slams +4 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spores, wood rot
Special Qualities: Foxfire, low-light vision, plant traits, scent
Saves: Fort +5, Ref +2, Will +3
Abilities: Str 14, Dex 13, Con 15, Int 9, Wis 15, Cha 15
Skills: Climb +6, Listen +5, Move Silently +5, Spot +10
Feats: Ability Focus (poison), Alertness
Environment: Temperate or Warm Forest
Organization: Solitary, Pair, or Gang (3-5)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral evil
Advancement: -
Level Adjustment: -

Greater raiders are 10-14 years old. They supervise the actions of the lesser raiders and act as shock troops in combat.

Combat
Greater raiders tend to be far more aggressive than gatherers and scavengers, though are no less craven. When faced with an enemy the greater raider darkens the area in an impenetrable cloud of smokey spores to confuse and misdirect. It then waits just outside to fight what emerges if anything.

Foxfire (Ex): Greater raiders clearly illuminates a 5-foot radius and provides shadowy illumination out to a 10-foot radius.

Poison (Ex): Contact, Fortitude DC 15, initial damage 1d3 constitution, secondary damage Nauseated. The save DC is Constitution-based.

Spores (Ex): Raiders have access to darkness, distress and reproduction spores.

Wood Rot (Ex): Raiders 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 round.

-=-=-=-=-=-

Deathcap Myconid, Stalker

Medium Plant
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 14 (+1 dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+6
Attack: Slam +6 melee (1d6+3 plus poison)
Full Attack: 2 slams +6 melee (1d6+3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spores, wood rot
Special Qualities: Damage reduction 1/slashing, foxfire, low-light vision, plant traits, scent
Saves: Fort +7, Ref +2, Will +3
Abilities: Str 16, Dex 12, Con 17, Int 10, Wis 15, Cha 15
Skills: Climb +7, Hide +7, Listen +5, Move Silently +12, Spot +11
Feats: Ability Focus (poison), Alertness
Environment: Temperate or Warm Forest
Organization: Solitary, pair, skulk (3-5), or raid (3-5 plus 3-5 raiders)
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral evil
Advancement: -
Level Adjustment: -

Stalkers are 14-18 years old. They are charged with the defense of the colony as well as spying upon and raiding other creatures.

Combat
Stalkers are vicious, cunning assassins that will often follow their enemies silently for some time before using its spores to fill them with fear. The stalkers will often attempt to send them in the direction of some obstruction and corner them.

Foxfire (Ex): Stalkers clearly illuminate a 5-foot radius and provides shadowy illumination out to a 10-foot radius.

Poison (Ex): Contact, Fortitude DC 17, initial damage 1d4 constitution, secondary damage Nauseated. The save DC is Constitution-based.

Spores (Ex): Stalkers have access to darkness, distress, reproduction and shades spores (save DC 17 where applicable).

Wood Rot (Ex): As a standard action stalkers can destroy an unattended, nonmagical wooden item smaller than 6 feet in diameter, or a 3-foot radius volume of a larger wooden object. In combat, they can use this ability to sunder any wooden or wooden-hafted weapon; the weapon or its wooden portion is destroyed on a successful melee touch attack. Attempting to sunder a weapon generally provokes attacks of opportunity, and this ability has no effect on wooden or wooden-hafted weapons that strike you. If these weapons are held in contact with the stalker for a round however they may be destroyed if non-magical as mentioned above.
Against wooden shields or armor, they also make a melee touch attack. Targets too large to be destroyed outright take a -1d6 penalty to their bonus to Armor class on a successful hit and are rendered unusable if the penalty exceeds the bonus.

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Deathcap Myconid, Wicked

Large Plant
Hit Dice: 5d8+20 (42 hp)
Initiative: +1
Speed: 30 ft. (6 squares), climb 15 ft.
Armor Class: 14 (+1 dex, +4 natural, -1 size), touch 10, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Slam +7 melee (1d8+4 plus poison)
Full Attack: Slam +7 melee (1d8+4 plus poison plus wood rot)
Space/Reach: 10 ft./10 ft.
Special Attacks: Poison, spores, wood rot
Special Qualities: Damage reduction 5/slashing, foxfire, low-light vision, plant traits, scent
Saves: Fort +8, Ref +2, Will +4
Abilities: Str 18, Dex 12, Con 19, Int 10, Wis 16, Cha 16
Skills: Climb +8, Intimidate +11, Listen +8, Move Silently +5, Spot +10
Feats: Ability Focus (poison), Alertness
Environment: Temperate or Warm Forest
Organization: Solitary, pair, skulk (3-5), raid (3-5 plus 3-5 raiders), or clump (4 scavengers, raiders, greater raiders, stalkers, and wicked, for a total of 20)
Challenge Rating: 6
Treasure: None
Alignment: Usually neutral evil
Advancement: -
Level Adjustment: -

Wicked deathcaps are eighteen to twenty-two years old. They lead the colony and aid in the planning and coordinating of raids and the spy system.

Combat
Wicked deathcaps often lead the others into battle, nauseating their foes in droves before laying upon them with an unholy glee. Most wicked deathcaps prefer to kill their victims by sheer pain, leaving their bodies in as good as condition as possible to be animated by the shaded queen.

Foxfire (Ex): Wicked deathcaps clearly illuminate a 10-foot radius and provides shadowy illumination out to a 20-foot radius.

Poison (Ex): Contact, Fortitude DC 18, initial damage 1d6 constitution, secondary damage Nauseated. The save DC is Constitution-based.

Spores (Ex): Wicked deathcaps have access to darkness, distress, musty, reproduction and shades spores (save DC 18 where applicable).

Wood Rot (Ex): As a standard action wicked deathcaps can destroy an unattended, nonmagical wooden item smaller than 6 feet in diameter, or a 3-foot radius volume of a larger wooden object. In combat, they can use this ability to sunder any wooden or wooden-hafted weapon; the weapon or its wooden portion is destroyed on a successful melee touch attack. Attempting to sunder a weapon generally provokes attacks of opportunity, and this ability has no effect on wooden or wooden-hafted weapons that strike you. If these weapons are held in contact with the stalker for a round however they may be destroyed if non-magical as mentioned above.
Against wooden shields or armor, they also make a melee touch attack. Targets too large to be destroyed outright take a -1d6 penalty to their bonus to Armor class on a successful hit and are rendered unusable if the penalty exceeds the bonus.
A wicked deathcap may even use this ability against plant creatures, dealing 1d6+5 points of damage.

-=-=-=-=-=-

Deathcap Myconid, Shaded Queen

Large Plant
Hit Dice: 6d8+30 (57 hp)
Initiative: +0
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 14 (+5 natural, -1 size), touch 9, flat-footed 14
Base Attack/Grapple: +4/+13
Attack: Slam +8 melee (1d8+5 plus poison plus wood rot)
Full Attack: Slam +8 melee (1d8+5 plus poison plus wood rot)
Space/Reach: 10 ft./10 ft.
Special Attacks: Poison, spores, wood rot
Special Qualities: Damage reduction 10/slashing, foxfire, low-light vision, plant traits, scent
Saves: Fort +9, Ref +2, Will +5
Abilities: Str 20, Dex 10, Con 19, Int 14, Wis 17, Cha 18
Skills: Climb +9, Intimidate +13, Listen +8, Move Silently +13, Sense Motive +9, Spot +14
Feats: Ability focus (poison), Alertness, Improved Toughness
Environment: Temperate or Warm Forest
Organization: Colony (3-10 clumps, plus one queen and 10-20 zombie servants)
Challenge Rating: 7
Treasure: No coins, no goods, standard items
Alignment: Usually neutral evil.
Advancement: 7-12 HD (Large), 13-19 HD (Huge), 20-27 HD (Gargantuan)
Level Adjustment: -

When a deathcap myconid becomes a shaded queen, it has since become so heavy that it has fallen over onto its back and moves like a caterpillar. Its head has split into dozens of eyed caps, though all come together at the base.

The shaded queen is usually at least 22 years old. It rules over the colony, advised and its orders carried by the oldest of the colony's wicked deathcaps. Shaded queens tend not to cooperate, but occasionally, when it will be mutually profitable or to protect both peoples, they will meet to discuss their plans.

Combat
Shaded queens are quite ponderous and often remain aloof from the battle, hypnotizing opponents from afar with its lights as its forces circle protectively about it. The queen utilizes the same basic strategy of the wicked, though sending the zombies out to shock and slow the advance.

Foxfire (Ex): Shaded queens may clearly illuminate a 30-foot radius and provide shadowy illumination out to a 60-foot radius. Any non-myconid within 60 feet of a shaded queen must succeed on a DC 17 will save or become Fascinated for as long as they remain within range. The save DC is Charisma-based.

Poison (Ex): Contact, Fortitude DC 19, initial damage 1d6 constitution, secondary damage 1d6 constitution and Nauseated. The save DC is Constitution-based.

Spores (Ex): Shaded queen deathcaps have access to animation, darkness, distress, musty, reproduction and shades spores (save DC 19 where applicable).

Wood Rot (Ex): As a standard action shaded queens can destroy an unattended, nonmagical wooden item smaller than 6 feet in diameter, or a 3-foot radius volume of a larger wooden object. In combat, they can use this ability to sunder any wooden or wooden-hafted weapon; the weapon or its wooden portion is destroyed on a successful melee touch attack. Attempting to sunder a weapon generally provokes attacks of opportunity, and this ability has no effect on wooden or wooden-hafted weapons that strike you. If these weapons are held in contact with the stalker for a round however they may be destroyed if non-magical as mentioned above.
Against wooden shields or armor, they also make a melee touch attack. Targets too large to be destroyed outright take a -1d6 penalty to their bonus to Armor class on a successful hit and are rendered unusable if the penalty exceeds the bonus.
A wicked deathcap may even use this ability against plant creatures, dealing 3d6+6 points of damage.

-=-=-=-=-=-

Deathcap Society

Deathcaps, though cooperative amongst themselves, do not strictly care for others of their colony any more than non-deathcaps. This cooperation is founded upon an ingrained feeling that they are all part of a whole. This feeling is almost that of a hive mind, though enough individualism remains so that they each are separate individuals. Deep down at a primal level however they feel the connection and strive to protect all as a whole. As such deathcaps almost never fight amongst themselves, and certainly never on a large scale though certain individuals are known to become lifelong enemies. Instead they pour all their natural aggression into the hatred of all other non-deathcap beings.

They are scavengers by nature, though prefer to aid along the process of death by killing all unneeded undergrowth and piling it into great mulch mounds through which they both burrow and feed upon. Meat is a delicacy that they also enjoy, allowing it to age within the piles for some time before dining upon. If these convenient piles are unavailable they will simply attach themselves to a tree and slowly rot it as they dine.

The colony is a collection of large groupings spanning ground and tree, though all connected through their related bonds. Though each has a Shaded Queen, there is always a central locale where the Great Queen lives, a shaded queen so large that it is difficult to tell where she leaves off, her immobile form spreading roots deep through the ground to connect and converse with the lesser queens. This Great Queen may live for centuries, and none are known to die of age. Through accident or otherwise when this Great Queen dies her memories and experience are sent into her chosen of the shaded queens which immediately begins to grow in size.

From a distance these locales would be considered beautiful, their civilization twinkling etherealy in the pungent, humid darkness of their homes like the stars in the sky, though far more colorful and mobile. But it is a beauty that overlays the death and decay that they wish to impose upon anything that is not useful to them.

Many fey creatures wage war on the deathcaps who have no compunction about absorbing both a dryad and her tree, but all they seem capable of doing is temporarily alleviating the problem. When overpowered reproductions spores are spread across the land and carried on the wind only to sprout another generation months later. It is cycle that repeats itself endlessly, life giving way to death to once more produce life. Such is the horrible threat they represent.

Amphimir Míriel
2007-01-24, 12:31 AM
Wow, now my homebrew race (the grasshoppers posted below) looks awfully underdeveloped...

Kudos to you!

Fireball.Man.Guy.
2007-01-24, 04:18 PM
That pic is hot! Where did you get it.

The Vorpal Tribble
2007-01-24, 04:27 PM
That pic is hot! Where did you get it.
Was using Google image search for 'glowing mushroom'.

The Vorpal Tribble
2007-01-27, 10:14 AM
Just gave these guys a bit of a rehaul. Numbers and spelling should now be legit.

Fako
2007-01-27, 11:58 AM
...and I thought I would have problems finding an enemy to throw against my group as they went through a "cursed forest"...

This ought to be fun.:belkar:

Green Bean
2007-01-27, 03:48 PM
That's some really amazing work.


I have to admit, no one would think to look for evil mushrooms. Your players must be incredibly paranoid by now. :smallbiggrin:

Neon Knight
2007-01-27, 06:25 PM
I'd like to throw my vote in for this being really awesome.

The Vorpal Tribble
2007-02-05, 12:01 PM
I have to admit, no one would think to look for evil mushrooms. Your players must be incredibly paranoid by now. :smallbiggrin:
Actually, oddly enough, I don't throw that great many creatures at them... which may actually be what improves the paranoia. Don't let them get numbed to'em :smallwink: