Lesser Fungal Mass
Hit Dice: 1 to 3
Armor Class: 8 [11]
Attacks: Telekinetically Thrown Objects (1d4 per HD)
Saving Throw: 14
Special: Limited ESP, Telekinesis, Gains 1 hp per victim absorbed into the mass.
Move: n/a
Alignment: Neutrality
Challenge Level/XP: 5/240
Distasteful and dingy off-yellow smears of ill smelling fungus that grow upwards from their center into a roughly spherical blob, these fetid things wait patiently for their prey in the dark recesses of old passages, forgotten tunnels and caves. When disturbed by any sort of sound or vibration, a Fungal Mass awakens from its torpor and immediately becomes aware of everything within a 30' radius through a limited form of ESP. It will then observe any potential victims in the area and try to attack when it has the best chance of success, flinging small rocks and other bits of debris at their targets using telekinesis.
They take double damage from fire, but are immune to acids.
Hit Dice: 1 to 3
Armor Class: 8 [11]
Attacks: Telekinetically Thrown Objects (1d4 per HD)
Saving Throw: 14
Special: Limited ESP, Telekinesis, Gains 1 hp per victim absorbed into the mass.
Move: n/a
Alignment: Neutrality
Challenge Level/XP: 5/240
Distasteful and dingy off-yellow smears of ill smelling fungus that grow upwards from their center into a roughly spherical blob, these fetid things wait patiently for their prey in the dark recesses of old passages, forgotten tunnels and caves. When disturbed by any sort of sound or vibration, a Fungal Mass awakens from its torpor and immediately becomes aware of everything within a 30' radius through a limited form of ESP. It will then observe any potential victims in the area and try to attack when it has the best chance of success, flinging small rocks and other bits of debris at their targets using telekinesis.
They take double damage from fire, but are immune to acids.
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Definitely different - even for a powerful party it could be a memorable encounter.
ReplyDeleteThe posts are coming thick and fast this week and it's good to see. When Hereticwerks is this active the games seem more alive.
In dark and confined spaces with bad air and other creatures stirring...these things can stir up a lot of trouble or really throw a wrench into well-laid plans, not to mention they can be used very effectively to scare the pants off of a low-level party without ever really hurting anyone. If one could tame a specimen, it would make a potentially useful guard-thing...
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