Drinking & Dragons

Wild:Custom/Fungonoid

From Drinking and Dragons
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: 
  • Throw Spawn (Ex)
As a free action, a fungonoid can pick up any fungonoid spawn in its square. It may then make a ranged attack with the spawn as a thrown weapon, with a range increment of 10'. A successful hit allows the spawn to attempt to sting. Even if the sting fails, the spawn's Attach ability activates and it is locked to the target.
If the attack fails, the spawn lands in the square of the target. It may take no actions until next round.
This attack counts as an unarmed strike for any effects that alter ones unarmed strike, like monk abilities. Only the throw attack activates these abilities; future damage dealt by the attached spawn behave normally.
  • Poison (Ex)
Injury, Fort DC13, initial and secondary damage, 1D4 CON and STR. Saving throw is CON based.
SQ: 
  • Spawn (Ex)
As a full round action, a Fungonoid may create a Fungonoid Spawn. The spawn starts with 5HP (max), and 5HP is removed from the Fungonoid spawning it. This damage cannot be healed through magical means. A spawn created this way is under the control of the spawner, but can only respond to the most basic commands (attack, flee, go that way).
A spawn created this way can also deliver a touch spell, as if it were a familiar, if the Fungonoid is a spell caster.
A typical fungonoid will have 2D4 spawn with it at any time.
If a Fungonoid is reduced to death, it is, for all practical purposes dead. However, for spell effects such as Raise Dead, the number of days is counted from the death of its last spawn (or itself, if it had no living spawn). A spawn also counts as the Fungonoid's entire body for effects like Raise Dead.
A spawn, if left alone, will regrow into its creator; it slowly recovers its creator's memories and abilities, and will regain one of its creator's class levels or HD per year. It will, however, never increase size beyond small.
  • Abosorb Spawn (Ex)
As a full round action, a Fungonoid may absorb any Fungonoid Spawn in its square. The Fungonoid heals 5HP for each spawn asborbed this way. The Fungonoid also gains any experiences its spawn has had during this time. Because of this ability, Fungonoids often use their spawn to scout ahead or examine difficult to reach areas for them.
Spawn can also be used to pass messages between two Fungonoids. A simple, single-setence message may be "imprinted" on a Fungonoid Spawn. By absorbing the spawn, any other Fungonoid can "read" the message.
  • Plant Traits
  • DR 5/slashing
  • Resist Electricty 10
  • Vulnerable to cold
  • Low-light vision
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:

  • 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 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.
  • Poison
Injury, Fort DC13, initial and secondary damage, 1D4 CON and STR. Saving throw is CON based.
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