Planars: Sporeling & Myconid Node
Added 2021-06-09 22:01:46 +0000 UTCHere continues the ongoing discussion and design of original planars, the various denizens of the multiverse, for Midgard—(by Scott Gable, Warlock Editor, with Meagan Maricle on edits).
And now for a triple-sized post (because they just didn't want to be separated): the sporeling and the myconid node (plus the elder node). Here comes the union boss!
Sporeling
Tiny plant, lawful neutral
Armor Class 13 (natural armor)
Hit Points 11 (2d4 + 6)
Speed 15 ft., climb 15 ft.
STR 8 (−1)
DEX 12 (+1)
CON 16 (+3)
INT 8 (−1)
WIS 11 (+0)
CHA 6 (–2)
Skills Perception +2, Stealth +3
Damage Vulnerabilities radiant
Damage Resistances necrotic
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 12
Languages understands Common, Myconid, and Undercommon but can’t speak, telepathy 120 ft. (with other myconids only)
Challenge 1/4 (50 XP)
Colonization. The sporeling can spend 1 minute burrowing into a mature myconid or a fleshy undead to begin the unique process of myconid colonization. This colonization ignores a myconid’s Myconid Immunity trait. Though the process is often a willing one, an unwilling creature can stop the process with a successful DC 13 Constitution saving throw. Otherwise, the process deals 3 (1d6) necrotic damage to the target that can’t be healed until the node matures. Once embedded, the sporeling can be cut out by dealing 2d6 slashing damage to the target or by dealing half that damage with a successful DC 13 Wisdom (Medicine) check. Once matured, only a wishspell can reverse the transformation.
After embedding itself, it takes the sporeling a week to mature into a myconid node and fully attune with its host.
Mycelial Drift. As a bonus action, the myconid can transport itself to a corpse within 30 feet of it, appearing as a rapidly deflating mushroom before inflating at the new location. The myconid can also transport itself to a myconid or to an undead in contact with the ground and that has flesh, growing harmlessly from its body and detaching into a space within 5 feet of it.
Myconid Immunity. The myconid is immune to the detrimental effects caused by other myconids’ spores and mycelium.
Spider Climb. The sporeling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
ACTIONS
Poison Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (2d4) poison damage, and the target must succeed a DC 13 Constitution saving throw or become poisoned until the end of its next turn. If a target fails the saving throw against any sporeling’s poison touch three times in the span of 1 minute, it falls unconscious for 1 hour or until it either takes damage or another creature uses an action to shake it awake.
Myconid Node
When a myconid dies, 1d6 sporelings erupt from its remains 24 hours later. After 5 years, any given sporeling can decide when to mature and into which variety of myconid. However, when present, a myconid node reduces the age at which a sporeling can mature to only 1 year, and the node typically manages the number and variety of maturing myconids to best suit the current needs of the Myconid Unity. While still young, sporelings often temporarily attach themselves onto other myconids for protection.
Instead of maturing, a sporeling that is ready to mature can instead burrow into a mature myconid or an undead creature to begin the unique process of myconid colonization. This process produces a myconid node, which more effectively coordinates myconid squads with the whole of the Myconid Unity and which allows for communication and cooperation (or control) with undead and other creatures. A suitable undead host must be fleshy, meaning a skeleton or a specter would not be suitable while a lich or a vampire would be.
When a creature becomes a myconid node, it retains its statistics except as described below.
Type. The myconid node’s type changes to plant if it isn’t already. If the host creature was undead before becoming a myconid node, it is still susceptible to effects that turn undead; however, it now has advantage on any such effect.
Ability Scores. If the host creature’s Intelligence is 16 or lower, its Intelligence becomes 16 (+3), and the node takes full control of the creature. If the host creature’s Intelligence is 17 or higher, the host creature and the myconid node exist in one body with two minds, each with an Intelligence score equal to the host creature’s. In this case, the myconid node and the host creature exist in a symbiotic relationship and share the same body. The node retains a separate consciousness, and the host creature retains control of its body, but both act as one creature.
Senses. The myconid node gains darkvision with a radius of 120 feet, and it gains tremorsense with a radius of 60 feet. In addition, each myconid within 120 feet of the node gains tremorsense with a radius of 60 feet.
Condition Immunities. The myconid node is immune to exhaustion and the blinded, deafened, and poisoned conditions. In addition, each myconid within 120 feet of the node is immune to these conditions.
Languages. The myconid node understands Common and Undercommon, if it didn’t already. If the host creature and the myconid node exist as one body with two minds, the node understands any languages the host creature knows, but the host creature doesn’t understand Myconid. In addition, each myconid within 120 feet of the node understands any languages the node knows and can now communicate with any other creatures telepathically, not just with other myconids.
New Trait: Innate Spellcasting (Psionics). The myconid node’s innate spellcasting ability is Intelligence (spell save DC equal to 8 + the node’s proficiency bonus + the node’s Intelligence modifier). It can innately cast the following spells, requiring no components:
· At will: detect thoughts, poison spray
· 1/day each: shield, tongues
New Trait: Myconid Immunity. The myconid node is immune to the detrimental effects caused by other myconids’ spores and mycelium.
Elder Myconid Node
After 1 year in its host, a myconid node can transform into an elder myconid node. The node retains its statistics except as described below.
Armor Class. The elder myconid node has a natural armor class of 13 + its Dexterity modifier. If the elder node already has a natural armor class, that armor class increases by 2.
Damage Immunities. The elder myconid node is immune to necrotic damage. In addition, each myconid within 120 feet of the node is immune to necrotic damage.
Condition Immunities. The elder myconid node is immune to the charmed, frightened, and paralyzed conditions. In addition, each myconid within 120 feet of the node is immune to these conditions.
Challenge. The elder myconid node’s challenge rating increases by 1.
New Trait: Cascading Spores. Each creature that isn’t a construct or undead that ends its turn concentrating on a spell while within 60 feet of the elder myconid node must succeed on a DC 11 Constitution saving throw or lose concentration on the spell.
New Trait: Innate Spellcasting (Psionics). The elder myconid node innate spellcasting ability is Intelligence (spell save DC equal to 8 + the elder node’s proficiency bonus + the elder node’s Intelligence modifier). It can innately cast the following spells, requiring no components:
· At will: detect thoughts, mage hand(the hand is invisible), poison spray, true strike
· 3/day each: misty step, nondetection(self only), see invisibility, shield, tongues
· 1/day each: dominate monster, plane shift (self only), telekinesis
This replaces the myconid node’s Innate Spellcasting (Psionics) trait.
New Trait: Shared Innate Spellcasting. Each myconid within 120 feet of the elder myconid node can innately cast misty step, shield, and true strike, requiring no material components. Its innate spellcasting ability is Charisma. The myconid can cast each spell once and then must finish a long rest before it can cast that spell again.
New Trait: Spiked Tendril. The elder myconid node has a hidden spiked tendril within its body, usually found at the sporeling’s original burrow site. As a bonus action, the elder node can jab a creature within 10 feet of it with the spiked tendril. The target must succeed on a Dexterity saving throw (DC equal to 8 + the elder node’s proficiency bonus + the elder node’s Constitution modifier) or take 3 (1d6) piercing damage and be poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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And we'll see about getting some of that necrotech in the mix too...
So until next time, let us know what you think, and help feed the Creativity Engine and build some cool creatures by leaving a comment (or several!).