The Basidiomid is a fungus man, but they have a slightly different caste system, are less organized overall and don't live as long.
I only put the Basidiomid Worker and Basidiomid Soldier here, but will probably come back to it later on for more background, social structure and of course, the Royal family members.
"The mushroom is the elf of plants, At evening it is not; At morning in a truffled hut It stops upon a spot" (Emily Dickinson, Mushroom poem)
Medium Plant
Armor Class 12
Hit Points 12 (2d8+2)
Speed 15' (3 squares)
Initiative 0
Senses aura-sense(50')
STR(12/+1) DEX (10/0) CON(14/+2)
INT(6/-2) WIS(8/-1) CHA(6/-2)
Alignment Lawful Neutral
STR(12/+1) DEX (10/0) CON(14/+2)
INT(6/-2) WIS(8/-1) CHA(6/-2)
Alignment Lawful Neutral
Languages Pheromone(*)
Traits
Traits
- Aura-sense: Basidiomid can see the auras of things around them. This allows them to actually "see" the intents and emotions of whatever is within visual range and therefore makes it very hard to lie to them. The auras are hues ranging from green to red depending on the emotions and intents of the target. Depending on the social interaction check, this can grant advantage to them or disadvantage to others at the GM discretion.
- Melee Attack - Slam: +2 to hit (reach 5', one creature). Hit: 8 (d8+1) bludgeoning damage.("the Basidiomid tries to slam his massive head first into you.")
- Area Attack - Blinding Spores: (5-6)(Cloud, 15') DC12 Poison Save(CON) for each creature in the cloud or Blinded for 1 rounds.("the Basidiomid shakes his head and waves his hand around, releasing a cloud of blinding spores in the air.")
Description
Basidiomid workers are a small caste among Basidiomid. With a life-span of about 5 years, they are born to take care of others, especially the royal family and try to flee or call for help via the release of pheromones when in danger.
Environment(very rare/3-6)
Environment(very rare/3-6)
Deep underground in areas where fungi usually grow.
Behavior
Behavior
Social, Submissive, Drone
Load-Out
While they can use weapons, the Basidiomid workers seldom carry anything for long, only transporting whatever needs transporting from one place to another.
Treasure
Load-Out
While they can use weapons, the Basidiomid workers seldom carry anything for long, only transporting whatever needs transporting from one place to another.
Treasure
The soft trunk bark of the Basidiomid Workers can be harvested to produce Basidiomid Bark (Survival DC15, D4 per) then used by Herbalists (Herbalism Kit DC15) to make Antitoxin salves (as per Equipment PDF).
(*)Note
The Basidiomid communicate with each other in two ways:
Description
(*)Note
The Basidiomid communicate with each other in two ways:
- They can release pheromones in a location, therefore leaving a message for others. This is only understood by their own kind.
- Second, they interpret intentions using their Aura-Sense. Combining this with gestures that they can understand is how they communicate with other races they might encounter. This is of course a slow and complicated process.
"Ohhh, look! Mushrooms! Looks like we got dinner sorted out folks!" (famous last word from an unnamed adventurer exploring the depth of the world)
Speed 25' (5 squares)
Initiative +1
Senses aura-sense(50')
STR(14/+2) DEX (12/+1) CON(16/+3)
INT(8/-1) WIS(10/0) CHA(6/-2)
Alignment Lawful Neutral
STR(14/+2) DEX (12/+1) CON(16/+3)
INT(8/-1) WIS(10/0) CHA(6/-2)
Alignment Lawful Neutral
Languages Pheromone (*)
Traits
Traits
- Aura-sense: Basidiomid can see the auras of things around them. This allows them to actually see the intents of whatever is within visual range and therefore makes it very hard to lie to them. The auras are hues ranging from green to red depending on the emotions and intents of the target. Depending on the social interaction check, this can grant advantage to them or disadvantage to others at the GM discretion.
- Strength in Number: The Basidiomid Soldier gains a cumulative +1 bonus to all Save Rolls, to a maximum of +5, for each Myconid Soldier that is within 5' of it.
- Melee Attack - Slam: +4 to hit (reach 5', one creature). Hit: 8 (d8+2) bludgeoning damage.("the Basidiomid tries to slam his massive head first into you.")
- Melee Attack - Spear: +5 to hit (reach 5', one creature). Hit: 8 (d6+3) bludgeoning damage.("the Basidiomid tries to stab you with his spear.")
- Area Attack - Intoxicating Spores: (5-6)(Cloud, 10') DC14 Poison Save(CON) for each creature in the cloud or intoxicated for D6 rounds. Each round allows for another save. On success, effect ends.("the Basidiomid shakes his head and waves his hand around, releasing a cloud of intoxicating spores in the air.")
Description
Soldiers are another caste of Basidiomid, somewhat bigger, stronger and sturdier. They live for 6-10 years usually and their only goal in life is to defend the colony. They are naturally good at working with one another and can use tactics when confronted with foes tougher than themselves.
Environment(very rare/1-4)
Environment(very rare/1-4)
Deep underground in areas where fungi usually grow.
Behavior
Behavior
Social, Tactician, Drone
Load-Out
They usually carry small one-handed rock-tipped spear and shields made from Fungi leather.
Treasure
Load-Out
They usually carry small one-handed rock-tipped spear and shields made from Fungi leather.
Treasure
With care, the tough hide from their head can be harvested to produce Basidiomid Hide (Survival DC15, D4 per) and worked to make shields (takes 2) and leather armor (takes 6) that will weight only half the normal weight (Leather-Craft Artisan Tools, DC10, D6 days) but twice their usual value.
(*)Note
Soldiers pheromones supersede Worker ones, being much more potent and long lasting. Their slightly superior intelligence also allows for more complicated gesture communication.
(*)Note
Soldiers pheromones supersede Worker ones, being much more potent and long lasting. Their slightly superior intelligence also allows for more complicated gesture communication.
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