Mycelian | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Heliana's Guide to Monster Hunting

Mycelian

ability score increase: Your Constitution score increases by 2, and one other ability score of your choice increases by 1 (which is typically indicative of your host corpse).
age: In the right conditions, a corpse inoculated with mycelial spores can rise as a newly-formed, adult mycelian in under a month. Mycelians tend to wear out a host in less than 7 years, and periodically redeploy their personal spores to animate a new, fresher corpse. Theoretically, a mycelian can live on indefinitely, their minds and personalities changing with each rebirth.
Size: Medium
speed: 25 or 30 ft.
Languages: You can speak, read, and write Common and one other language of your choice.
race features:
Creature Type. You are a humanoid. You are also considered a plant for any prerequisite or effect that requires you to be a plant.   Size. Mycelians run the full gamut of humanoid races, from 2-foot-tall gnomes to 8-foot-tall golynns. Your height, weight, and size are determined by the race to which your host corpse belonged in life. It is typically Small or Medium.   Speed. Your base walking speed is dictated by the race to which your host corpse belonged in life. It is typically 25 or 30 feet.   Symbiotic Assimilation. Your unique lifecycle allows you to co-opt some of the adaptations of your host corpse. Choose two of the following adaptations; the race to which your host corpse belonged must have had this racial trait in order for you to choose it (GM’s discretion).
  • Damage Resistance (Multiple). You have resistance to one damage type determined by your host body’s race.
  • Darkvision (Multiple). The darkened chambers of The Low are your home. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
  • Dwarven Resilience (Dwarf). You have advantage on saving throws against poison, and you have resistance against poison damage.
  • Halfling Nimbleness (Halfling). You can move through the space of any creature that is of a size larger than yours.
  • Muscle Memory (Any). You gain proficiency in one skill of your choice. You can take this option multiple times.
  • Natural Weapon (Multiple). You have a physical characteristic, such as horns, claws, or teeth, that acts as a natural melee weapon which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning, piercing, or slashing damage (depending on the body part) equal to your Strength modifier plus a damage die determined by your host body’s race, instead of the bludgeoning damage normal for an unarmed strike.
  • Powerful Build (Multiple). You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Relentless Endurance (Half-Orc). When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this trait again until you finish a long rest.
  Spore Spray. As a reaction when a creature within 10 feet of you hits you with a melee attack, you can attempt to poison it with a burst of spores. The target must succeed on a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or take 1d8 poison damage and become poisoned until the end of its next turn. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This damage increases to 2d8 at 5th level.   Insporeation. When you die within 100 feet of a humanoid corpse that has been dead no longer than 24 hours, and that hasn’t been subjected to magic that accelerates decay or prevents decay (such as the gentle repose spell), you can use your dying breath to eject spores to inhabit that corpse. Roll percentile dice. If you roll a number equal to or higher than the distance between your body and the corpse in feet, your spores take hold. For example, a target 30 feet away requires a roll of 30 or higher to succeed.   On a success, the new body rises again in 2d6 days. You gain the benefits of a long rest and lose your previous Symbiotic Assimilation adaptations, gaining new ones according to the race of the target corpse. On a failure, you die as normal.

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