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Planars: Death’s Head 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 here we have the death’s head myconid! This is the first statted myconid showcased in our Planars series, and there are currently planned nine myconids from Tiny to Large, from CR 1/4 to 13. The myconids are designed to be “aggressively socialistic,” so they all tend to have some ability to assist other myconids.

Death’s Head Myconid

Large plant, lawful neutral
Armor Class 17 (natural armor)
Hit Points 207 (18d10 + 108)
Speed 20 ft.

STR 20 (+5)
DEX 15 (+2)
CON 22 (+6)
INT 10 (+0)
WIS 11 (+0)
CHA 9 (–1)

Skills Perception +4, Stealth +6
Damage Vulnerabilities
radiant
Damage Resistances necrotic, poison
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 11 (7,200 XP)

Dissociation of the Grave. Any non-myconid creature that starts its turn within 5 feet of the death's head myconid must succeed on a DC 17 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the creature is incapacitated as its mind is assailed with visions of death and delusions that it has died. On a successful saving throw, the creature is immune to the death head's Dissociation of the Grave for 24 hours. (See Out of Body Experience sidebar.)

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

ACTIONS

Multiattack. The death’s head myconid uses Encasement. It then makes two smash attacks. When its Mycelial Bloom is available, it can use the bloom in place of one smash.

Smash. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (3d4) poison damage, and the target and each creature within 5 feet of it must succeed on a DC 17 Strength saving throw or be knocked prone.

Encasement. One Large or smaller creature within 30 feet of the myconid that has taken damage from the myconid's Mycelial Bloom within the past 1 minute is restrained by mycelial filaments. As an action, the restrained creature can make a DC 17 Strength check, escaping from the filaments on a success. The filaments can also be attacked and destroyed (AC 13; hp 20; vulnerability to radiant damage; immunity to bludgeoning, necrotic, and poison damage).

Mycelial Bloom (Recharge 6). The death’s head myconid emits a burst of mycelial strands. Each creature of its choice within 30 feet of it and that isn’t a construct or undead must succeed a DC 17 Constitution saving throw or take 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and up to three myconids within 30 feet of the death’s head myconid regain hit points equal to half that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Out of Body Experience

Myconids frequently use existing normal fungus as templates for their growth. Of note here is the death’s head myconid, which has adapted itself from the death’s head mushrooms of Midgard—from which the drug requiem is made. Consider that the death’s head myconid has incorporated the drug’s creation into its development and become essentially a walking requiem dispenser. So when a character is affected by the death’s head myconid’s Dissociation of the Grave spores, consider giving them an out-of-body experience, or just a chance of one, during which they see the ghosts of the dead and are assailed by their chatter, perhaps gaining useful knowledge. (Time dilation might even cause the character to have a mental adventure far longer than the time that their body is actually affected.) Simply dose the affected character with the effects of requiem (see Midgard Worldbook, page 407, either clay or bliss as appropriate), but leave out the extra damage—though there could certainly still be the chance of addiction. A plot device for sure, but a potentially useful and fun one.


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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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