The Dragonlance Nexus

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Fungifolk

D&D 3e (3.0/3.5) Rules

by James O'Rance


Beater, Large Plant
Hit Dice: 8d8+24 (60 hp)
Initiative: +0
Speed: 10 ft.
AC: 9 (-1 size)
Attacks: 2 slams +10 melee
Damage: Slam 2d6+5
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Qualities: Blindsight, sunlight vulnerability, telepathic link
Saves: Fort +9, Ref +2, Will +2
Abilities: Str 20, Dex 10, Con 16, Int 3, Wis 10, Cha 3
Climate/Terrain: Underground
Organisation: Solitary or bunch (2-5)
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: 9-12 HD (Large), 13-24 HD (Huge)

Mover, Small Plant
Hit Dice: 1d8 (5 hp)
Initiative: +1 (Dex)
Speed: 20 ft.
AC: 12 (+1 size, +1 Dex)
Attacks: Gore +0 melee
Damage: Gore 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Jump
Special Qualities: Blindsight, jump, split, sunlight vulnerability, telepathic link
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 10, Dex 13, Con 10, Int 6, Wis 10, Cha 6
Climate/Terrain: Underground
Organisation: Swarm (5-20) or colony (20-40)
Challenge Rating: 1
Treasure: None
Alignment: Always chaotic evil
Advancement: 2-4 HD (Small), 5-6 HD (Medium-size)

Fungifolk are malevolent, animate monsters that dwell secretly in caverns beneath the dwarven warrens of the Zhakar. Born of an arcane combination of the Thoradin dwarves' worst features and the poisonous, chaotically-growing fungi of their deepest warrens, these hideous fungi have mutated into aggressive, mobile creatures.

There are two types of fungifolk, the beaters and the movers. Beaters are great mushroom-headed beings that move deliberately using pseudopods extending from the creatures trunk. Two blunt, thick tendrils hang from beneath a beater's cap, which it uses to lash out against opponents or batter away at rock surfaces to create new tunnels. Movers are scuttling toadstools, about three feet in height, that can form their bodies into balls and bound along the ground.

Combat

Beaters do not attack intelligently, preferring to batter away at opponents with their powerful bashing tendrils. A beater typically charges into melee without regard for its own safety, making either charges or full attacks until all opponents are destroyed.

A mover attacks opponents by extending a sharp spine from its base and lunging towards a vulnerable location. A group of movers will focus its attacks upon a single opponent if possible, seeking to flank it or taking aid another actions to overwhelm strong defences.

Jump (Ex): Movers gain a +4 racial bonus to Jump checks, without the usual maximum distance. A mover often jumps as part of a charge attack.

Split (Ex): If a mover is reduced to 0 hp or less by slashing weapons, it may attempt a Fortitude save (DC 10). If successful, the mover is sliced into two pieces that reform as independent movers. The newly-formed movers heal 1 hp per round for the next 1d6 rounds as their bodies reform.

Sunlight Vulnerability (Ex): Fungifolk exposed to direct sunlight (not merely as daylight spell) are instantly slain, exploding into thousands of spores. Sunbeam and sunburst spells deal damage to fungifolk as though they were undead.

Telepathic Link (Su): All fungifolk within 2,000 feet of the colony's brain chamber can communicate with each other telepathically, and gain a +5 enhancement bonus to Intelligence- and Wisdom-based skills and ability checks.

Fungifolk Colonies

Fungifolk evolved after the Cataclysm, when dwarves afflicted by plague were quarantined by the kingdom of Thoradin and abandoned in deep, forgotten caverns. A poisonous ands chaotically-growing fungus gradually chocked and absorbed these bitter exiles, until all had persihed. However, the hateful intellects of banished priests and savants were also absorbed by the fungi, imbuing a bizarre intelligence in the fungus colony.

The controlling intellect of the fungifolk colony is evil and ambitious, and desires expansion into new caverns, as well as the destruction of all dwarves (especially the Zhakar). It dwells in a central cavern whose numerous entrances have been chocked with fungi of all kinds. Four tall, rounded mounds of fungus have grown over the remains of the last banished dwarves to perish. If all of these corpses were to be destroyed, the controlling intelligence would be weakened, reducing the range of its telepathic link to 500 ft. (see above).

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