Deathcap For Cuties - Fungus Themed Monsters and Tables

6 Pages • 2,734 Words • PDF • 381.8 KB
Uploaded at 2021-09-24 07:47

This document was submitted by our user and they confirm that they have the consent to share it. Assuming that you are writer or own the copyright of this document, report to us by using this DMCA report button.


DEATHCAP FOR CUTIES Fungus themed monsters and tables for adventures that take place in the dark, swampy underbellies of your game. Use these or take inspiration to customize your own blight bearing creatures.

Writing and Design: Brian Molina Editing: Layout: Brian Molina Graphic Design: Brian Molina Art: Public Domain

This product was created under license. Shadow of the Demon Lord is a trademark of Schwalb Entertainment, LLC. This work contains material that is copyright Schwalb Entertainment, LLC. Such material is used with permission under the Community Content Agreement for the Disciples of the Demon Lord CC. All other original material in this work is copyright [2018] by [your legal name or company name] and published under the Community Content Agreement for the Disciples of the Demon Lord CC.

DEATHCAP FOR CUTIES CRAG-TOP Colony

CRAG-TOP KING

Crag-Tops are a special type of sentient fungus colonies that can spring up underneath any large concentrated area of decaying material - most notably cemeteries or swamps; especially after the death of a large creature. Although they look almost humanoid, walking upright on two legs and with two arms, they can sport any number of common mushroom characteristics. Their most distinguishing feature, however, is a rocky dome in lieu of any kind of soft mushroom cap.

Crag-Top colonies usually spawn underground beneath places of death and decomposition, like swamps or graveyards. At the heart of each of these colonies is a Crag-Top King: sentient, small, rockycrown shaped creature that takes root on the skull of any recently deceased humanoid creature. It uses its body and brain as a vessel, speaking through it and using its form like a puppet for movement. It needs a host to survive, and when a body reaches a certain level of decomposition, it aggressively hunts for another host. If forcibly removed from a host, it lacks any of its own mobility, and will die if not placed on a new host within 72 hours.

CRAG-TOP SOLDIER These are the mindless minions of the Crag-Top King: Humanoid, fungal monstrosities armed with club-like limbs or forming gangly, spear-tipped arms. Their one distinguishing feature is a misshapen, rock-like mushroom cap that is nearly impervious to damage.

CRAG-TOP SOLDIER

DIFFICULTY 100

Size 1 fungus Perception 20 (+10); sightless Defense 18; Health 60 Strength 16 (+6), Agility 13 (+3), Intellect 10 (+0), Will 16 (+6) Speed 16; climber Immune gaining Insanity; asleep, blinded, dazed, deafened, fatigued, frightened, stunned Distress Spores. When the crag-top Soldier takes damage, all other fungus within 240 feet of it can sense its pain. Spore Profile Roll once on the Spore Profile table or increase the fungus's Health by 20 ATTACK OPTIONS Natural Weapon (melee) +6 with 2 boons (3d6) SPECIAL ACTIONS Burrow The crag-top soldier uses an action or a triggered action on its turn to burrow into the ground, immobilizing itself and leaving only their crag-tops visible. They count as an object and cannot move or take any actions for 1d6 days.

CRAG-TOP KING

DIFFICULTY 250

Size 1/4 horrifying fungus

Perception 20 (+10); sightless Defense 20; Health 60 Strength 11 (+1), Agility 11 (+1), Intellect 18 (+8), Will 18 (+8) Speed 12 Immune gaining Insanity; asleep, blinded, dazed, deafened, fatigued, frightened, stunned Spore Profile Roll twice on the Spore Profile table, or increase the crag-top king's Health by 40 ATTACK OPTIONS Host Attack (melee) +6 with 3 boons (4d6)

SPECIAL ACTIONS Forceful Bond The crag-top king grabs one target defenseless or dead creature that is Size 1 or smaller and within its reach, and takes it as its new host. A living creature dies instantly on being eaten. Rotling Overgrowth The crag-top king uses an action or triggered action on its turn to create 1d3 rotlings on a solid surface within short range. If the crag-top king is incapacitated, all rotlings created this way disappear. Burrow The crag-top king uses an action or a triggered action on its turn to burrow into the ground, immobilizing itself and leaving only their crag-tops visible. They count as an object.

END OF THE ROUND Epic Adversary Roll 1d3 to determine how many actions the crag-top king can use during the next round. the crag-top king can use these actions during any turn and can do so before its enemies act. Each time the crag-top king uses an action, it can move up to its Speed before or after the action.

2|Page

DEATHCAP FOR CUTIES ROTLING

DEATHSPORE CLOUD

Rotlings are found deep underground and within dank caves and grottos that have festered with the shadow's touch. When completely still, they are indistinguishable from any variety of mushrooms and fungus found throughout the world. On the move however, they sport any number of legs, and a mouth roughly the size of the widest part of it's stem-like body. Although they are not much of a threat in themselves, appearance of rotlings usually marks the presence of larger, more dangerous fungal abominations.

Size 1 frightening fungus (swarm)

ROTLING

DIFFICULTY 1

Size 1/4 or 1/2 fungus

Perception 20 (+10); sightless Defense 13; Health 6 Strength 8 (–2), Agility 13 (+3), Intellect 8 (–2), Will 11 (+1) Speed 12; climber Immune gaining Insanity; asleep, blinded, dazed, deafened, fatigued, frightened, stunned ATTACK OPTIONS

DIFFICULTY 100

Perception 14 (+4); sightless Defense 5; Health 50 Strength 10 (+0), Agility 5 (-5), Intellect 5 (–5), Will 15 (+5) Speed 12; flier Immune gaining Insanity; asleep, blinded, dazed, deafened, fatigued, frightened, stunned Cloud Form A Deathspore Cloud takes half damage from weapons and double damage from fire. It makes challenge rolls to resist Fire spells with 1 bane. Other creatures can move through and end their movement in its space. The rot cloud totally obscures an area. A Deathspore Cloud ignores difficult terrain and can move freely through openings wide enough to permit the passage of air, but it treats liquid water as a solid object. ATTACK OPTIONS Smother (melee) +3 (2d6 plus Poison)

SPECIAL ATTACKS Double Attack The Deathspore Cloud attacks twice with its smother. Poison The target must make a Strength challenge roll with 3 banes.

Bite (melee) +3 (1d3)

On a failure, it takes 5d6 damage and becomes poisoned for 1

SPECIAL ACTIONS

minute. If the target is already poisoned, it instead takes 3d6 extra

Discharge Deathspores The rotling can use an action or a triggered

damage.

action when it takes damage to fire its spores at a creature. That

SPECIAL ACTIONS

creature must make an Agility Challenge roll, taking 1 point of

Discharge Deathspores The Deathspore Cloud can use an action or a

damage and rolling on the Deathspore Effects table on a failure. After

triggered action when it takes damage to fire its spores at each

taking this action, the rotling shrivels up and dies.

creature in medium range. That creature must make an Agility

DEATHSPORE CLOUD Deathspore Cloud is a concentration of Deathspores that are held together by the hate and hunger of a dying creature's lingering psychic energy. They can spawn from any dead creature whose body has been exposed to rotlings or Deathspores in the past 72 hours. They take the form of a black or purple rolling cloud that glows ominously as it floats through dark passageways and underground caverns.

Challenge roll, taking 1 point of damage and rolling on the Deathspore Effects table on a failure. After taking this action, the Deathspore Cloud disperses and dies. Corpse Feed The Deathspore Cloud chooses one target corpse within short range and burrows into it. Attacking the corpse forces the Deathspore Cloud out; otherwise, if the corpse is left undisturbed for 1d3 rounds, it explodes dealing 3d6 damage to each creature within short range and spawns 2 rotlings. All damage is removed from the Deathspore Cloud.

END OF THE ROUND Enveloping Cloud Each creature that isn’t a swarm that is in the cloud's space or within 1 yard of it must make an Agility challenge roll. On a failure, the creature takes 2d6 damage and becomes slowed for 1 round.

3|Page

DEATHCAP FOR CUTIES DEATHSPORE SHAMBLER The Deathspore Shambler is a weapon unleashed by the Crag-Top King to hunt down and destroy any threats to his underground kingdom. It takes the form of a shambling mound as it rolls forward in a tangle of fungus and earthy vines, ripping up dirt and consuming anything in its path. Its body is mostly made of fibrous, spongy plant material and a violent mass of bloody body parts of any of its previously consumed.

DEATHSPORE SHAMBLER

DIFFICULTY 250

SPORE PROFILE ROLL

1

Size 2 horrifying fungus

Perception 16 (+6); sightless Defense 20; Health 120 (regeneration) Strength 15 (+5), Agility 15 (+5), Intellect 5 (–5), Will 15 (+5) Speed 14; climber Immune gaining Insanity; asleep, blinded, dazed, deafened, fatigued, frightened, stunned ATTACK OPTIONS

2

Tendril (melee or short range) +6 (4d6 + 6)

SPECIAL ATTACKS Double Attack The Deathspore Shambler attacks twice with its tendril.

SPECIAL ACTIONS Engulf The Deathspore Shambler uses an action to charge, moving up to its Speed and making an attack roll against one target living or dead creature. If it hits, the creature makes a Strength challenge roll or is pulled inside the Deathspore Shambler and is blinded,

3

deafened, and immobilized. If a creature starts the round inside the Deathspore Shambler, it makes a Strength Challenge roll with 3 banes and rolls on the Deathspore Effects table on a failure. Corpsefeed The Deathspore Shambler feasts on a target defensless or dead creature that is Size 1 or smaller and within its reach, heals 1d6 damage, and increases its Size by a number equal to the Size of the creature it eats. A living creature dies instantly on being eaten.

4

END OF THE ROUND Fungal Infestation The Deathspore Shambler leaves a patch of dark and sickly mushrooms that last for 1 hour in the area its body covers wherever it ends its turn. Treat this as difficult terrain. When moving

5

through it, make an Agility Challenge roll with 1 bane, and roll on the Deathspore Effects table on a failure. Escape Any creature stuck inside the Deathspore Shambler can make a Strength Challenge roll with 3 banes to escape.

6

EFFECT Corrosive Spores. When the fungus takes damage from a weapon, it releases a cloud of spores that spread into a 3-yard-radius sphere centered on a point within its space. The cloud partially obscures its area and remains until the end of the round or until dispersed by wind. Any living non-fungus creature that is in the cloud when it appears or that enters it takes 2d6 damage, or half the damage with a success on a Strength challenge roll. Once the fungus uses Corrosive Spores, it cannot do so again until the end of the round. Pacifying Spores When the fungus takes damage from a weapon, it releases a cloud of spores that spread into a 3-yard-radius sphere centered on a point within its space. The cloud partially obscures its area and remains until the end of the round or until dispersed by wind. Any living non-fungus creature that is in the cloud when it appears or that enters it falls asleep, or is fatigued for 1 hour with a success on a Strength challenge roll. Once the fungus uses Pacifying Spores, it cannot do so again until the end of the round. Hallucination Spores As an action or a triggered action, the fungus releases a spray of spores in a 6-yard line. Any living nonfungus creature that is in the cone must make a successful Will challenge roll, otherwise they believe tiny deathcap mushrooms sprout all over their body. Until the hallucinations end, the creature must use an action to cut or claw itself unless it's prevented from doing so. Each time it uses that action, it takes 1 damage. At the end of each round, it rolls a 1d6. A roll of 5 or higher ends the hallucinations. Rage Spores As an action or a triggered action, the fungus releases a spray of spores in a 3-yard cone. Any living non-fungus creature that is in the cone must make a successful Will challenge roll, otherwise they are consumed by a bloodlust for 1d6 rounds. They must take a fast turn each round and use an action to attack the creature nearest to them, regardless of whether it is a friend or a foe. Animating Spores The fungus injects a dead creature with spores that transform it into a compelled Animated Corpse. This Animated Corpse remains for 1d6 days, or until the fungus that created it is dead. Rapport Spores A mist of purple spores surround and follow the fungus. Each creature within 9 yards of the fungus can communicate with each other telepathically. Whenever a creature within the fungus' range takes damage, all other creatures within range must make a Will Challenge roll with 2 banes; otherwise, they gain 1 Insanity on a failure.

4|Page

DEATHCAP FOR CUTIES

DEATHSPORE EFFECTS ROLL 1 2

3 4

5 6 7

8

9 10 11

12 13 14 15 16 17 18 19 20

EFFECT You forget everything that’s happened over the last 1d6 days. A goitre that glows purple expands on your neck and is tender to the touch. After 1 hour it begins to go away. Cutting it open or removing it at any point spawns a rotling. You grow 2d6 mushrooms on your eyes. As long as you have at least 2 mushrooms on your eyes you are blinded. You can use an action to remove any number of mushrooms, taking 1 point of damage for each removed this way. Your entire body is covered in mushrooms that glow softly in the dark. Net like mushrooms sprout from your legs and reach firmly into the ground, and you are immobilized for 1d6 minutes. You can take an Action to make a Strength Challenge roll to free yourself. Noxious spores fill your throat and lungs, your skin is marred with purple spongy spots, and you become diseased. You expel a dark visible cloud whenever you cough or sneeze. Your ears rot away and fall off within a matter of seconds, leaving you Deafened. They are fully regrown over the course of 1d6 hours, hearing returns in half that time. The flesh of your hands and feet bulge, and the bones within soften as your extremities transform into fleshy, sponge-like clubs with no discernible digits. Your hands grow around anything you were holding. This lasts for 1 hour. A sickly sweet smell fills the air around you, and you hear a soft harp in the distance. In your eyes, a random creature within medium range takes the form of your most beloved, and you are Charmed by them for the next minute. Your skin pales and becomes almost translucent as you develop a sun sickness. While in direct sunlight, you make Attack and Challenge rolls with 3 banes. This lasts for 1d6 days. Black, viscous mucous begins to profusely spill forth from your mouth, and you are impaired for the next minute. You are dazed as all your senses are heightened to dangerous levels for 1d6 rounds. The softest whisper becomes a deafening roar, lights and colors are blinding, the moisture in the air feels like a wet blanket, and even the slightest touch feels like an explosion on your skin. You close your eyes and blissfully fall asleep; dreams filled with pure joy. Over the next 1d6 days, one of your limbs starts to feel gelatinous and flexible until it becomes a tentacle. Your skin becomes semi-translucent, making your muscles visible and your veins glow with a soft blue or purple light. Your eyes crust over, but you gain the sightless trait for 1 minute. Hallucinations of your worst nightmare wrack your senses. Make a Will challenge roll. On a failure, the creature gains 1 Insanity, or 1d3 Insanity if it is already frightened. Three-inch hairs which are actually sentient fungi grow below your jaw and down your neck. They thirst for blood, and for 1d6 rounds you make weapon attacks with 1 additional boon. Short fleshy stalks bearing pink, textured globes grow from a random location on your body for 1 minute, and you gain the Discharge Spores Special Action. You feel invigorated and fully refreshed. For 1 minute, you can take an action or triggered action to heal your healing rate.

5|Page

DEATHCAP FOR CUTIES

©Brian Vincent Molina All rights reserved.

6|Page
Deathcap For Cuties - Fungus Themed Monsters and Tables

Related documents

6 Pages • 2,734 Words • PDF • 381.8 KB

15 Pages • 9,679 Words • PDF • 197.5 KB

208 Pages • 82,553 Words • PDF • 71.4 MB

160 Pages • 65,450 Words • PDF • 63.5 MB

466 Pages • 92,034 Words • PDF • 4.5 MB

131 Pages • 64,364 Words • PDF • 693.6 KB

0 Pages • 891 Words • PDF • 61.1 KB

387 Pages • 132,556 Words • PDF • 3.4 MB

64 Pages • 21,958 Words • PDF • 1.3 MB