Difference between revisions of "Wild:Custom/Fungonoid"
>T3knomanser (cleaned up the thrown attack rules.) |
>T3knomanser (Modified attached spawn so that they behave like a net, but with stacking penalties per spawn. I think that keeps the balance but helps justify the +5LA on the base creature) |
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Line 92: | Line 92: | ||
SA: | SA: | ||
* Attach | * Attach | ||
:: After a successful sting attack (or after being thrown by a Fungonoid), a spawn attaches to the opponent's body and automatically deals sting damage each turn it's | :: After a successful sting attack (or after being thrown by a Fungonoid), a spawn attaches to the opponent's body and automatically deals sting damage each turn it's attached. Additionally, the spawn spreads into a film across the opponent's body and actively resists and hampers movement. A creature with an attached spawn is entangled as per a net (-2 to attacks, -4 DEX, half speed movement). | ||
:: Unlike a net, this effect is cumulative with each attached spawn. | |||
:: An attached Spawn loses its DEX bonus to armor class and has an AC of 14. An attached spawn can be attacked by a weapon or by grappling. To remove an attached spawn through grappling, the opponent must achieve a pin against the creature. | :: An attached Spawn loses its DEX bonus to armor class and has an AC of 14. An attached spawn can be attacked by a weapon or by grappling. To remove an attached spawn through grappling, the opponent must achieve a pin against the creature. | ||
* Poison | * Poison |
Latest revision as of 18:01, 22 August 2010
Fungonoid | |
Type: | Medium Aberration Plant |
A Fungonoid is a sentient fungal colony. It does not represent a single race or species, but is in fact a collection of thousands of kinds of fungus living in symbiotic harmony. This unique assemblage is stable and can evolve only in the wilding. Fungonoids have no society or organization- they often arise spontaneously, or are fissioned off of a mature fungonoid. While Fungonoids are not shapeshifters, they can appear in a wide variety of forms, from large mats to vaguely humanoid organisms. The only fungonoids that seem to be successful in the larger world are the ones that tend towards the humanoid body type. Their hybrid nature makes them very hardy and healthy, but also means they are extremely clumsy. Fungonoids appreciate the value of mutual cooperation, and tend to try and cooperate with the societies around them. Most Fungonoids are Lawful. Chaotic Fungonoids tend to be even more unpredictable than other creatures of Chaotic alignment. A chaotic Fungonoid without a strong moral code is likely to behave in nearly random ways. | |
HD: | 2D8 |
Speed: | 20' |
AC: | +3 natural |
BAB: | +1/+1 |
Initiative: | -2 |
Saves: | +2/+1/+1 |
Attack: | sting +1 (1D6, poison) or throw spawn +0 (special) |
Full Attack: | " |
SA:
| |
SQ:
| |
Skills: | +4 racial bonus to notice (spot and listen) |
Feats: | Weapon Focus(Thrown Spawn) |
Attributes: | +6CON, -4DEX, -4CHA |
Favored Class: | Fighter |
LA: | +5 |
Fungonoid Spawn | |
Type: | Tiny Aberration Plant |
A fungonoid spawn appears to be a formless mish-mash of goo. | |
HD: | 1D8 (5HP) |
BAB: | -1 |
Speed: | 20' |
AC: | +2 natural, +2 size |
Attack: | sting(+6, 1D3-4, poison) |
Full Attack: | sting(+6, 1D3-4 poison) |
SA:
| |
Feats: | Weapon Finesse, alertness, ability focus (poison), weapon focus(sting) |
Skills: hide and move silently +4 | |
Attributes: | DEX: 20, STR: 6, CON: 12, INT: 1, WIS: 8, CHA: 6 |