Sentient Fungi
In the shadowed underbellies of alien landscapes and sometimes creeping into our own world through hidden rifts, the Sentient Fungi rise, an enigma that threatens both the mind and the flesh. Unlike the benign mushrooms and toadstools that pepper our woodlands, these fungi pulsate with an eerie life of their own. They grow tall and expansive, their caps colored in unnatural hues that shimmer and shift, beckoning the curious closer. Yet, it is the unseen menace they release that's most dire. Clouds of microscopic spores, seemingly innocent, drift lazily in the air. Those unfortunate enough to inhale them find their thoughts clouded, their wills dominated by the insidious desires of the Sentient Fungi.
The true horror of these fungal entities reveals itself when death befalls a victim under their influence. The body, rather than finding rest, undergoes a grotesque transformation. Flesh decays and is replaced by a spongy, mold-like texture, and the once-living being rises as one of the Mold People. These undead husks, their features barely recognizable under the layers of rot and fungus, become tireless servants to the Sentient Fungi. Their purpose? To spread the spores even further, to ensnare more minds, and to expand the fungi's dominion by converting others into Mold People.
Many an unwary settlement has fallen to this creeping infestation, its populace transformed into an army of the fungal undead. Scholars and mages tirelessly seek ways to combat this threat, warning adventurers of the signs: unexplained groves of towering mushrooms, loved ones acting out of character, and the dreaded appearance of the Mold People. Until a consistent means of eradication is found, the best defense against the Sentient Fungi is knowledge and caution, and the hope that one's will can resist their mind-controlling spores.
Tier 3
Sentient Mushroom
Tiny, Aberration/ Plant
Tier 3, Challenge Point 3, XP: 9
Attributes
AC 14 AP 0 HP 9 Posture 13
- Damage Immunities Bleed, Brain
- Passive Insight/ Perception 17
- Senses Blind Senses
- Language Far Speech, Sylvan
Movement
Base 20 Climb/ Swim 5 Dash 10 Stats + Skills
STR -3 DEX +4 INT +7 WIS +7 CHA -1
- LU +1: Luck Points: 1; Critical Fail: 1
Abilities
- Camouflage While you are motionless, you appear to be a large mushroom. A creature that attempts to analyze you must succeed on a Nature Check (DC 17) to notice your true form.
- Deathblow When you die, all creatures within 60 feet of you must make an Endurance Save (DC 15). A creature takes 2d8 poison damage on a fail, or half as much on a success.
- A creature that takes this poison damage must also succeed on an Insight Save (DC 15), or take 1d8 psychic damage and become Confused.
- The area within 60 feet also becomes covered in toxic spores for 1 minute. Any creature within the area begins to Suffocate and must succeed on an Endurance Save (DC 15) at the start of its turn or become Poisoned (1d8, 1 turn). The spores can be dispersed earlier by strong winds.
- Spore Aura All creatures that start their turns within 60 feet of you must succeed on an Endurance Save (DC 15) or become Poisoned (1d8, 1 turn). A creature that is already Poisoned takes 1d8 poison damage at the start of its turn instead.
- A creature that takes this poison damage must also succeed on an Insight Save (DC 15) or take 1d8 psychic damage and become Confused.
- Spore Plague When you kill a creature, it turns into a Mold Person. A Large or Enormous creature become 1d4 Mold Persons and a Gigantic or Colossal creature become 6d6 Mold Persons instead.
- Too Small A Small or larger creature has disadvantage on all Attacks against you.
Action (1)
- Hijack Mind Choose one creature within 60 feet of you. That creature must succeed on an Insight Save (DC 15), or be under your control for 1 turn. Poisoned creatures automatically fail this Save.
- While under your control, you choose its actions, bonus actions, free actions, and movement. You cannot make the creature harm itself or cast spells.
Mold Person
Medium, Plant/ Undead
Tier 3, Challenge Point 2, XP: 6
Attributes
AC 6 AP 0 HP 19 Posture 4
- Damage Immunities: Bleed, Brain, Poison, Psychic
- Passive Insight/ Perception 8
- Language None
Movement
Base 20 Climb/Swim 20 Dash 40 Stats + Skills
STR +7 DEX -3 INT -4 WIS -2 CHA -4
- LU -2: Luck Points: 0; Critical Fail: 1 or 2
Abilities
- Deathblow When you die, all creatures within 60 feet of you must make an Endurance Save (DC 15). A creature takes 2d8 poison damage on a fail, or half as much on a success.
- A creature that takes this poison damage must also succeed on an Insight Save (DC 15), or take 1d8 psychic damage and become Confused.
- The area within 60 feet also becomes covered in toxic spores for 1 minute. Any creature within the area begins to Suffocate and must succeed on an Endurance Save (DC 15) at the start of its turn or become Poisoned (1d8, 1 turn). The spores can be dispersed earlier by strong winds.
- Spore Aura All creatures that start their turns within 60 feet of you must succeed on an Endurance Save (DC 15) or become Poisoned (1d8, 1 turn). A creature that is already Poisoned takes 1d8 poison damage at the start of its turn instead.
- A creature that takes this poison damage must also succeed on an Insight Save (DC 15) or take 1d8 psychic damage and become Confused.
- Spore Plague When you kill a creature, it turns into a Mold Person. A Large or Enormous creature become 1d4 Mold Persons and a Gigantic or Colossal creature become 6d6 Mold Persons instead.
Action (1)
- Bite Hit +7, Dmg 1d12 thrust
- Poison Hit: On a hit, the target must succeed on an Endurance Save (DC 15), or become Poisoned (1d8, 1 turn). A creature that is already Poisoned takes 1d8 extra poison damage instead.
Reactions
- Relentless If you would be reduced to 0 HP by a damage that isn't Fatal, you can use your Reaction to make an Endurance Save (DC 15). On a success, you are reduced to 1 HP instead.