Myconids, Fungus Ones (3.5e Race)

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Personality[edit]

QUFTgl2.jpg
A picture of the race

Myconids are intelligent, mobile mushrooms. They are among the more unusual creatures that live deep below ground. Myconids (also called fungus ones) are gentle, quiet, shy, and thoughtful. They always view outsiders with distrust because they assume that all strangers are destructive and violent.

Physical Description[edit]

A myconid can be from 2 to 12 feet tall. The primary physical characteristics that distinguish it from other giant toadstools are its limbs — the lower half of its trunk is split in half to form two legs, and two arms depend from just below its “cap.” It also has two eyes in the cap, which are perfectly concealed when it closes them. Its hands seem to have random numbers of fingers and thumbs. Occasionally, an individual with more than two arms or legs pops up.

Relations[edit]

Myconids have the extremely closed personalities caused by hereditary isolation from other sentient races, and lack of a mouth. It is very hard for myconid to become acquainted with somebody other then it's own race, and even harder to maintain friendly relations with strangers (after being exposed). However, they tend to form tight bonds with individuals or groups they are traveling with.

Alignment[edit]

Any, but tend to be lawful neutral. Myconids respect the law of their society and believe in greater purpose.

Lands[edit]

Underground. To ensure that they can live in peace, Myconids usually make their homes far from the more commonly traveled subterranean paths.

Language[edit]

Myconids do not speak, but they are able to produce spores which enable them to establish telepathic communication with each other and with outsiders. Spore communication lasts for 60 minutes

Names[edit]

Myconids do not have names since they have no language. However, after long time spent with other intelligent races, they sometimes make or are given names (or nicknames) for communication sake.

Spores[edit]

Myconids use a variety of different spores is their everyday life - some harmless, some deadly. It's a part of their communication, reproduction, offense and defense. As it enters each new stage of life (increasing its Hit Dice by 2), a myconid gains a new variety of spore but does not lose access to the previous varieties.

Table: Spores V. I
Level Times per day Spore
1st 1 Rapport
2nd 2
3rd 3 Distress
4th 4
5th 5 Pacification
6th 6
7th 7 Hallucination
8th 8
9th 9 Animation
10th 10
11th 11 Insanity Mist
12th 12
13th 13 Fungi Poison
14th 14
15th 15 Potion Making
Table: Spores V. II
XP per use Uses per day Spore
1 5 Rapport
25 2 Distress
50 1 Pacification
100 0,5 Hallucination
100 0,3 Insanity Mist
100 0,3 Fungi Poison
Spell's XP 0,3 Potion Making
250 0,1 Animation
  1. This version is closer to SRD and a bit more hardcore.
  2. 0,5 is once per 2 days, 0,3 is once per 3 days, 0,1 is once per 10 days.
  3. Try to use spores more conservatively or you'll fall behind your party.

Rapport

Description: Myconids do not speak, but these spores enable them to establish telepathic communication with each other and with intelligent beings. A successful Fortitude saving throw (DC 10 + your current HD + your Wis modifier) negates the effect, but it is harmless. Rapport lasts for 60 (+30 minutes for each HD) minutes with characters of myconids choosing, but for 8 hours with other myconids. Rapport spores can be released as either a 120-foot spread or a 40-foot ray. Regardless of the release area, the communication range is 120 feet once rapport is established.

Distress

Description: These spores alert all other creatures within the area that danger is near. They are released in a 120-foot spread. This is similar to Intimidate check if a subject is not aware of your presence. Counts as 2 spore releases.

Reproduction

Description: These spores eventually (1d12 days) germinate into new infant myconids (2d6 specimens). They are released as a 120-foot spread and have no detrimental effects on nonmyconids. Counts as all spore releases for the day.

Pacification

Description: These spores are released as a 40-foot ray. The target must make a Fortitude saving throw (DC 10 + your current HD + your Wis modifier) or become passive for 1 minute. Being passive is similar to being dazed, except that the target can take partial actions that don’t involve attacking. This is a mind-affecting compulsion effect. Counts as 3 spore releases.

Hallucination

Description: These spores are released as a 40-foot ray. The target must make a Fortitude saving throw (DC 10 + your current HD + your Wis modifier) or suffer powerful hallucinations that duplicate the effects of a confusion spell for 1 hour. Counts as 4 spore releases.

Animation

Description: When released over a dead body, animation spores begin a process that covers the corpse with purple fungus. 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 myconid-animated corpse slowly decays. At the end of that period it simply disintegrates into dust. Counts as 5 spore releases.

Insanity mist

Description: Myconid produces green spores from it's cap which can be released as a 40-foot ray. These spores are an inhaled poison (DC 15) which deals Initial Damage of 1d4 Wis and Secondary Damage of 1d6 Wis. This save is Constitution based. Counts as 6 spore releases.

Fungi Poison

Description: Myconid produces heavy white spores from it's cap which it can apply to it's weapon or use as a touch attack. Works similar to Poison spell, replacing caster level save for myconids current HD. Counts as 7 spore releases.

Potion Making Description: Though it may not be a spellcaster, a myconid can create various potions from it's spores that mimic cleric and druid spells. It can duplicate the following effects, each once per day (but only for the purpose of brewing potions): bull’s strength (5), cure light wounds (4), cure moderate wounds (5), cure serious wounds (7), delay poison (5), endure elements (4), greater magic fang (6), invisibility to animals (4), lesser restoration (5), magic fang (4), negative energy protection (6), neutralize poison (7), protection from elements (6), remove blindness/deafness (6), remove disease (6), remove paralysis (5), resist elements (5). Caster level - myconids HD divided by 3; save DC 12 + spell level. Spore usage is specified individually for each type. Myconid can't produce more then 3 potions per day.

Racial Traits[edit]

  • Attributes: +4 Dexterity, −2 Constitution, −2 Charisma: Their bodies extremely dexterous, but at the same time soft and vulnerable. Fungus ones are not very sociable and don't possess a strong force of personality because of the environment in which they were raised.
  • Type: Plant
  • Size: Small, Medium, Large
  • Speed: The base land speed is 20 feet for small and 30 feet for medium and large.
  • Spores (Ex): As a standard action, myconid can release a cloud of spores. These spores come in several different varieties. Each type of spore can be used a number of times per day equal to the myconid’s Hit Dice. Spores can be released either in a 120 foot spread or as a 40-foot ray against a single target, as noted in the individual spore descriptions.
  • Low-Light Vision: Myconids can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Soft Body: Myconids have a -1 natural armor subtracted from Armor Class due to its fragile body.
  • Additional Limb: Occasionally, an individual with more than two arms or legs (+4 Balance check and additional 10 ft. speed) may be born. You may roll d100 (where 1-79 is normal, 80-89 is additional leg, 90-94 is two additional legs, 95-99 is additional arm and 100 is two additional arms) to determine how many limbs does your myconid possess. Add +1 Level Adjustment for each variant of additional limb.
  • Armor Restriction: Due to their strange shape, Myconids cannot wear heavy armor, and therefore cannot gain proficiency with it. They may wear light and medium armor only if it is specially made for the individual, or refitted, which doubles the cost value of the armor in question.
  • Skills: Myconids body shape give it excellent camouflage in the forest. While there, it has a +10 racial bonus on Hide checks when stationary. This bonus drops to +5 if it moves at up to half-speed. They also have +4 racial bonus on Move Silently, Sense Motive and Disguise (as mushrooms).
  • Automatic Languages: None.
  • Favored Class: Rogue, Ranger.
  • Level Adjustment: +1

Vital Statistics[edit]

Table: Myconid Random Starting Ages
Adulthood Simple Moderate Complex
8 years +1d4 +1d6 +2d6
Table: Myconid Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
10 years 18 years 24 years +2d8 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Myconid Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Fungi 1' 6" +5d20 30 lb. × (1.5) lb.



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