Ramblin' evil mushroom
Mushrooms that gained a kind of warped sentience by corrupt influences, be they magical or psychic. They amble about without a care; existing only to propogate themselves via spores. These usually cause mushrooms to grow on the heads of creatures; negatively affecting the host's motor functions and co-ordination.
Basic Information
Anatomy
Odd red-capped white polka dotted mushrooms with a pair of legs which formally would have been it's stalk
Genetics and Reproduction
They reproduce parasitically; infecting hosts with spores and growing mushrooms on their heads.
Ecology and Habitats
They are predominantly found in forests with only 'lower danger rating' predators.
Additional Information
Domestication
There have been certain excentric gardeners known to keep ramblin' evil mushrooms as 'pets' if one can even call a plant a pet.
Uses, Products & Exploitation
the mushrooms generated from 'mushroomization' are oddly coveted by certain collectors.
Average Intelligence
unknown- beleived to be mindless.
Perception and Sensory Capabilities
Blindsight 10ft, passive perception 10
Symbiotic and Parasitic organisms
the prior stages feed parastically off of biological non-plant life forms
Small Plant; Neutral evil
AC: 12, Mov: 25, HP: 15 (3D8+3)
STR 8, DEX 14, CON 16, INT 1, WIS 10, CHR 7
CR: 1/4 (50 exp)
AC: 12, Mov: 25, HP: 15 (3D8+3)
STR 8, DEX 14, CON 16, INT 1, WIS 10, CHR 7
CR: 1/4 (50 exp)
Features:
Resistant to darkness, nature, earth, and psychic damage
weak to cold, fire, and wind damage
Mobile opponent: This creature may use its bonus action to dash or disengage
Actions:
Kick: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d4) bludgeoning damage plus 3 (1d4) poison damage.
Mushrooming Spores (recharge dc 13). The creature ejects spores at one creature it can see within 20 feet of it. The target must succeed on a DC 12 Constitution saving throw or gain one level of Mushroomized
Loot: 1d4+2 copper (80%), Tinymushroom (30%)
Resistant to darkness, nature, earth, and psychic damage
weak to cold, fire, and wind damage
Mobile opponent: This creature may use its bonus action to dash or disengage
Actions:
Kick: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d4) bludgeoning damage plus 3 (1d4) poison damage.
Mushrooming Spores (recharge dc 13). The creature ejects spores at one creature it can see within 20 feet of it. The target must succeed on a DC 12 Constitution saving throw or gain one level of Mushroomized
Genetic Descendants
Origin/Ancestry
Mushrooms/fungi
Average Height
1.2ft
Average Weight
500g
Average Physique
low; they could easily get carried off by a good strong wind.
Body Tint, Colouring and Marking
red-and-white polka cap, kahki legs.
Geographic Distribution
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