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Monday, July 15, 2019

Spore Week: Playable Myconids

Welcome to Spore Week!

(There's no special occasion, I just realized I had a couple of fungus-themed posts on the horizon, so why not make a whole thing of it.)

First up: Myconids.

Join the power of the meld.
Most myconids are furtive, peaceful, and spend most of their time in hallucinogenic rapport they call "the meld."  They consider this to be the reason for their existence.

But occasionally, some myconids go native and seek to explore the world physically rather than metaphorically.  (Scholars postulate that these myconids grew on the corpses of humanoids, and so absorbed humanoid hormones and memories as part of their growth cycle.  But sometimes they just happen without rhyme or reason.)

As such, we present playable myconids for Basic, Advanced, and fifth edition fantasy adventure game variants.


Myconids (Basic Race-as-Class)

Prime Requisite (if your game uses it): Wisdom
HD: d6
Thac0/to-hit: As cleric
Saves: As dwarf
Armor and Weapons: Myconids are typically pacifists and are neither proficient in armor nor weapons, although they can use shields.  However, they can attack with their fists and they become tougher as they age, as described below.
XP: As magic-user; myconids only progress to the ninth level of experience, as described below.

Myconids appear to be toadstool-like humanoids, with spongy flesh in colors from purple to grey.  Adventurous myconids are usually around 6' tall and weigh about 120 pounds.

Myconids usually live underground, and so have the ability to see in the dark with infravision up to 60 feet.  Myconids' hardy constitutions are reflected in their saving throws.  A myconid will speak the common tongue, its own alignment language, and can communicate with other myconids through the use of spores.

The typically dry conditions of the surface force myconids to imbibe double the amount of water per day as other humanoids.  This requirement is waived in cool underground places (like the typical dungeon or cavern) and possibly in places with plenty of humidity and lots of cover (like a rainforest).

Starting at third level, myconids can release spores at foes once per day.  It gains the following options as it levels up:
  • At third level, the myconid may choose to release pacifier spores.  This targets one creature within 40 feet.  If the creature fails its saving throw vs. poison, it becomes totally passive, unable to do anything, although it is still aware of its surroundings.  This effect lasts for a number of rounds equal to the myconid's level.
  • At fifth level, the myconid may choose to release hallucinator spores.  This targets one creature within 40 feet.  If the creature fails its saving throw vs. poison, it is affected as the target of a confusion spell.  This effect lasts for a number of rounds equal to the myconid's level.
  • At seventh level, the myconid may choose to release animator spores.  This targets one dead creature.  Over the course of 1d4 days, the creature is raised as a zombie.  (Use the standard zombie statistics from your game of choice.)  It is not undead and cannot be turned.  It follows the myconid's simple instructions (delivered by myconid spores), and lasts 1d4+1 weeks before decaying and becoming useless.  A myconid can typically only control one such zombie at a time.
Myconids do not use weapons or armor, but become increasingly tough over time.  Their hides become tougher and better able to resist damage, and they have a natural slam attack that becomes more powerful the strong the myconid becomes.  Player character myconids naturally develop according to the following chart:

MYCONID SPECIAL ABILITIES
Class Level
AC Bonus
Unarmed Attack Damage
1
0
1d4
2
-1
1d4
3
-1
2d4
4
-2
2d4
5
-2
3d4
6
-3
3d4
7
-3
4d4
8
-4
5d4
9
-4
6d4

Reaching 9th Level: When a myconid reaches 9th level, it has the option of sporulating and creating a circle of myconids.  2d6 HD 1 myconids will arrive to follow the elder myconid.  Myconids do not progress beyond the ninth level of ability, and typically retire to become myconid sovereigns.


Myconids (Advanced Edition Race)

Requirements: WIS 9
Ability Modifiers: WIS +1, CHA -1
Ability Min/Max: STR 3/18, DEX 3/18, CON 6/18, INT 3/16, WIS 8/19, CHA 3/14

Myconids appear to be toadstool-like humanoids, with spongy flesh in colors from purple to grey.  Adventurous myconids are usually around 6' tall and weigh about 120 pounds.

Myconids usually live underground, and so have the ability to see in the dark with infravision up to 60 feet.  Myconids' hardy constitutions grant them a +4 to saving throws against poison.  A myconid will speak the common tongue, its own alignment language, and can communicate with other myconids through the use of spores.

The typically dry conditions of the surface force myconids to imbibe double the amount of water per day as other humanoids.  This requirement is waived in cool underground places (like the typical dungeon or cavern) and possibly in places with plenty of humidity and lots of cover (like a rainforest).

Starting at third level, myconids can release spores at foes once per day.  It gains the following options as it levels up:
  • At third level, the myconid may choose to release pacifier spores.  This targets one creature within 40 feet.  If the creature fails its saving throw vs. poison, it becomes totally passive, unable to do anything, although it is still aware of its surroundings.  This effect lasts for a number of rounds equal to the myconid's level.
  • At fifth level, the myconid may choose to release hallucinator spores.  This targets one creature within 40 feet.  If the creature fails its saving throw vs. poison, it is affected as the target of a confusion spell.  This effect lasts for a number of rounds equal to the myconid's level.
  • At seventh level, the myconid may choose to release animator spores.  This targets one dead creature.  Over the course of 1d4 days, the creature is raised as a zombie.  (Use the standard zombie statistics from your game of choice.)  It is not undead and cannot be turned.  It follows the myconid's simple instructions (delivered by myconid spores), and lasts 1d4+1 weeks before decaying and becoming useless.  A myconid can typically only control one such zombie at a time.
Myconids may select from the following classes, with the indicated level limits:

MYCONID CLASSES AVAILABLE
Class
Level Limit
Fighter
9
Magic-User
5
Illusionist
7
Thief
9

Myconid thieves receive the following bonuses and penalties to thief abilities:

MYCONID THIEF SKILL ADJUSTMENTS
Skill
Adjustment
Pick Locks
-5%
Pick Pockets
-5%
Move Silently
+5%
Hide in Shadows
+5%

If you're using Advanced Edition starting ages and age stages, myconids usually start at 1d4+4 years old.  They are considered adolescents from ages 2-4, adults from age 5-12, middle aged from ages 13-16, elderly from ages 17-20, and venerable from ages 21-24.


Myconids (5e Race)

As per standard 5e race design, player character myconids have somewhat different capabilities from standard Monster Manual-derived myconids.  Player character myconids are considered humanoids.

Ability Score Increase. Your Constitution score increases by 1, and your Wisdom score increases by 2.
Age. Myconids mature quickly, typically considered adults at age 4.  They rarely live longer than thirty years, although some specimens may be truly ancient.
Alignment. The orderly, harmonious society of myconids typically gives them lawful mindsets.  They trend neutral, connected as they are with the unbiased attitude of nature.
Size. Myconids are typically around 6 feet tall and weigh around 120 pounds.  Your size is Medium.
Speed. Your base walking speed is 30 feet.
Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light.  You can't discern color in darkness, only shades of gray.
Fungal Essence. You have advantage on saving throws against being charmed or poisoned, and you have resistance against poison damage.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Sporulation. You know the message cantrip requiring no material components. Once you reach 3rd level, you can cast comprehend languages when you finish a long rest, requiring no material components to do so.  Once you reach 5th level, you can cast calm emotions when you finish a long rest.  Wisdom is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and Undercommon.

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