Myconids Species in Other Realms | World Anvil

Myconids

Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies.   Circles and Melds The largest myconid in a colony is its sovereign, which presides over one or more social groups called circles. A circle consists of twenty or more myconids that work, live, and meld together. A meld is a form of communal meditation thatallows myconids to transcend their dull subterranean existence. The myconids' rapport spores bind the participants into a group consciousness. Hallucination spores then induce a shared dream that provides entertainment and social interaction. Myconids consider melding to be the purpose of their existence. They use it in the pursuit of higher consciousness, collective union, and spiritual apotheosis. Myconids also use their rapport spores to communicate telepathically with other sentient creatures.   Myconid Reproduction Like other fungi, myconids reproduce by mundane sporing. They carefully control their spores' release to avoid overpopulation.  

Myconid Sprout

Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies.


Armor Class10
Hit Points 2d6
Speed10ft.
Strength8 (-1)
Dexterity10 (+0)
Constitution10 (+0)
Intelligence8 (-1)
Wisdom11 (+0)
Charisma5 (-3)
SensesDarkvision 120ft.Passive Perception 10
Languages---
Challenge0 (10 XP)
Special 1Distress SporesWhen the myconid takes damage,all other myconids within 240 feet of it can sense its pain
Special 2Sun SicknessWhile in sunlight, the myconid has a disadvantageon ability checks, attack rolls, and saving throws.
The myconid dies if it spends more than 1 hour in direct sunlight
Action 1FistMelee Weapon Attack d20+1 to hit
Reach 5 ft., one targetHit 1d4-1 bludgeoning damageplus 1d4 poison damage
Action 2Rapport Spores (3/Day)A 10-foot radius of spores extends from the myconid.These spores can go around corners
and affect only creatures with an Intelligenceof 2 or higher that aren't undead, constructs, or elementals.Affected creatures can communicate telepathicallywith one another while they are within 30 feet of each other.
The effect lasts for 1 hour

Myconid Spore Servant

A spore servant is any Large or smaller creature brought back to life by the animating spores of a myconid sovereign. A creature that was never flesh and blood to begin with (such as a construct, elemental, ooze, plant, or undead) can't be turned into a spore servant. The following characteristics change or are added to a creature that becomes a spore servant.
 
Retained Characteristics The servant retains its Armor Class, hit points, Hit Dice, Strength, Dexterity, Constitution, vulnerabilities, resistances, and immunities.
 
Lost Characteristics The servant loses its original saving throw and skill bonuses, special senses, and special traits. It loses any action that isn't Multiattack or a melee weapon attack that deals bludgeoning, piercing, or slashing damage. If it has an action or a melee weapon attack that deals some other type of damage, it loses the ability to deal damage of that type, unless the damage comes from a piece of equipment, such as a magic item.
 
Type The servant's type is plant, and it loses any tags.
 
Alignment The servant is unaligned.
 
Speed Reduce all the servant's speeds by 10 feet, to a minimum of 5 feet.
 
Ability Scores The servant's ability scores change as follows: Intelligence 2 (-4), Wisdom 6 (- 2), Charisma 1 (-5).
 
Senses The servant has blindsight with a radius of 30 feet, and it is blind beyond this radius.
 
Condition Immunities The servant can't be blinded, charmed, frightened, or paralyzed.
 
Languages The servant loses all known languages, but it responds to orders given to it by myconids using rapport spores. The servant gives highest priority to orders received from the most powerful myconid.
 
Attacks If the servant has no other means of dealing damage, it can use its fists or limbs to make unarmed strikes. On a hit, an unarmed strike deals bludgeoning damage equal to 1d4 +the servant's Strength modifier, or, if the servant is Large, 2d4 + its Strength modifier.
 
Sample Spore Servant This spore servant statistics presented here use a quaggoth as the base creature.

 


Armor Class13 (natural armor)
Hit Points 6d8+18
Speed20 ft.Climb 20 ft.
Strength17 (+3)
Dexterity12 (+1)
Constitution16 (+3)
Intelligence2 (- 4)
Wisdom6 (- 2)
Charisma1 (- 5)
Damage ImmunitiesPoison
Condition ImmunitiesBlindedCharmedFrightened
ParalyzedPoisoned
SensesBlindsight 30ft. (blind beyond this radius)Passive Perception 8
Languages---
Challenge1 (200 XP)
Action 1MultiattackThe spore servant makes two claw attacks
Action 2ClawMelee Weapon Attack d20+5 to hit
Reach 5 ft., one targetHit 1d6+3 slashing damage

Myconid Adult

Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies.


Armor Class12 (natural armor)
Hit Points 4d8+4
Speed20ft.
Strength10 (+0)
Dexterity10 (+0)
Constitution12 (+1)
Intelligence10 (+0)
Wisdom13 (+1)
Charisma7 (-2)
SensesDarkvision 120ft.Passive Perception 11
Languages---
Challenge1/2 (100 XP)
Special 1Distress SporesWhen the myconid takes damage, all other myconidswithin 240 feet of it can sense its pain
Special 2Sun SicknessWhile in sunlight, the myconid has a disadvantageon ability checks, attack rolls, and saving throws.
The myconid dies if it spends more than 1 hour in direct sunlight
Action 1FistMelee Weapon Attack d20+2 to hit
Reach 5 ft., one targetHit 2d4 bludgeoning damageplus 2d4 poison damage
Action 2Pacifying Spores (3/Day)The myconid ejects spores at one creature it can see within 5 feet of it.The target must succeed on
a DC 11 Constitution saving throw or be stunned for 1 minute.The target can repeat the saving throwat the end of each of its turns,ending the effect on itself on a success
Action 3Rapport SporesA 20-foot radius of spores extends from the myconid.These spores can go around corners
and affect only creatures with an Intelligenceof 2 or higher that aren't undead, constructs, or elementals.Affected creatures can communicate telepathicallywith one another while they are within 30 feet of each other.
The effect lasts for 1 hour

Myconid Sovereign

Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies.


Armor Class13 (natural armor)
Hit Points 8d10+16
Speed30ft.
Strength12 (+1)
Dexterity10 (+0)
Constitution14 (+2)
Intelligence13 (+1)
Wisdom15 (+2)
Charisma10 (+0)
SensesDarkvision 120ft.Passive Perception 12
Languages---
Challenge2 (450 XP)
Special 1Distress SporesWhen the myconid takes damage, all other myconidswithin 240 feet of it can sense its pain
Special 2Sun SicknessWhile in sunlight, the myconid has a disadvantageon ability checks, attack rolls, and saving throws.
The myconid dies if it spends more than 1 hour in direct sunlight
Action 1MultiattackThe myconid uses either its Hallucination Sporesor its Pacifying Spores, then makes a fist attack
Action 2FistMelee Weapon Attack d20+3 to hit
Reach 5 ft., one targetHit 3d4+1 bludgeoning damageplus 3d4 poison damage
Action 3Animating Spores (3/Day)The myconid targets one corpse of a humanoidor a Large or smaller beast within 5 feet
of it and releases spores at the corpse. In 24 hours,the corpse rises as a spore servant.The corpse stays animated for 1d4 +1 weeksor until destroyed, and it can't be animated again in this way
Action 4Hallucination SporesThe myconid ejects spores at one creature it can see within 5 feet of it.The target must succeed on
a DC 12 Constitution saving throwor be poisoned for 1 minute. The poisoned target isincapacitated while it hallucinates.The target can repeat the saving throw
at the end of each of its turns,ending the effect on itself on a success
Action 5Pacifying SporesThe myconid ejects spores at one creatureit can see within 5 feet of it.
The target must succeed on a DC 12 Constitution saving throwor be stunned for 1 minute. The target canrepeat the saving throw at theend of each of its turns, ending the condition on itself on a success
Action 6Rapport SporesA 30-foot radius of spores extends from the myconid.These spores can go around corners and
affect only creatures with an Intelligence of 2or higher that aren't undead, constructs, or elementals.Affected creatures can communicate telepathicallywith one another while they are within 30 feet of each other.
The effect lasts for 1 hour

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