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Planars: Stinkhorn Myconid

Here 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 for our second fungal trick... the stinkhorn! This myconid has a very clear connection with the undead.

Stinkhorn

Medium plant, lawful neutral
Armor Class 15 (natural armor)
Hit Points 153 (18d8 + 72)
Speed 20 ft.

STR 14 (+2)
DEX 16 (+3)
CON 18 (+4)
INT 10 (+0)
WIS 13 (+1)
CHA 17 (+3)

Skills Perception +4, Stealth +6
Damage Vulnerabilities
radiant
Damage Resistances necrotic
Condition Immunities
poisoned
Senses
darkvision 120 ft., passive Perception 14
Languages understands Common, Myconid, and Undercommon but can’t speak, telepathy 120 ft. (with other myconids only)
Challenge 7 (2,900 XP)

Myconid Immunity. The myconid is immune to the detrimental effects caused by other myconids’ spores and mycelium.

Noxious Spores. When a creature that isn’t a construct or undead starts its turn within 5 feet of the myconid, it must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the myconid's Noxious Spores for 24 hours.

ACTIONS

Multiattack. The stinkhorn myconid makes two slam attacks. It can use its Animating Spores in place of one slam attack.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 15 (6d4) poison damage. If the target is a creature other than an undead or myconid, it must succeed on a DC 15 Constitution saving throw or be incapacitated until the end of its next turn.

Animating Spores. The stinkhorn myconid targets the remains of a Large or smaller humanoid or beast within 5 feet, which immediately rises as a zombie under the stinkhorn’s control. The zombie remains animated for 1d4 + 1 weeks or until destroyed. On each of its turns, the myconid can use a bonus action to telepathically command any such animated zombies within 60 feet of it. (If it controls multiple zombies, it can command any or all of them at the same time, issuing the same command to each.) The myconid decides what action the creature will take and where it will move during its next turn, or it can issue a general command, such as to guard a particular chamber or corridor. If it issues no commands, the zombie only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The myconid can create and control a number of animated zombies equal to its Charisma modifier.

Controlling Spores (3/Day). The stinkhorn myconid chooses one undead creature within 30 feet. The target must make a DC 15 Wisdom saving throw. On a failed save, the target must obey the myconid’s commands for the next 24 hours or until the myconid uses its Controlling Spores again. An undead whose challenge rating is equal to or greater than the myconid’s challenge rating is immune to this effect.


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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!).

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