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Myconid

Myconids are mushroom creatures, they can be found everywhere where you can find forests. Whether that be the mortal plane or other planes. They have a very moldy smell to them and a majority are addicted to any form of drugs or drug-like substances. Their body is hard like wood but their mushroom caps are soft and sensitive; It is also the main place where their spores are produced and fire out. The color of the Myconid is dependent on the variant they are.

Basic Information

Anatomy

Size: Medium or Small   Speed: 30ft walk & Burrow   Distress Spores: When you take damage all creatures within 240 feet of can sense your pain.   Pacifying Spores: As an action you can eject spores at one creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw (DC is 8 + your Constitution Modifier + your proficiency bonus) or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this a number of times equal to your proficiency bonus.   Rapport Spores: As a bonus action you can eject a 20-foot radius of spores from you. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.   Ferra's Empowerment: You gain a single ability from your variant choice. All saves use a DC of 8 + Constitution modifier + your proficiency bonus:  

Myconid Variants

Choose 1 variant and 1 ability


SubracesFeatures
Caustic/PoisonToxic Spores: Once per long rest, You can use your action to release spores in a 30-foot cone. Each creature inside the cone must succeed on a Dexterity saving throw or take 1d6 acid/poison (Your choice) damage at the start of their turn. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success.

Decaying Body: You also become resistant to Poison & Acid damage.
ParasiteInfestation Spores: As an action, you can release spores that burst out in a cloud that fills a 10-foot-radius sphere centered on you, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the Spores of Dread that lasts until the creature is cured of the disease, dies or makes the save. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every turn, ending the infection on a success. On a failure, the infected creature is under the frightened condition against you.

Strong Will: You have advantage against being charmed.
DreamEuphoria Spores: Once per long rest, you can use an action to release a cloud of spores in a 20-foot-radius sphere centered on yourself. Other creatures in that area must each succeed on a Constitution saving throw or become unconscious for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself on a success. When the effect ends on it, the creature gains one level of exhaustion.

Dreamy Mind: You do not require sleep and are immune to effects that would put you to sleep
Locations; Forested areas across different planes   Ability Score Options;
  • Wis +3
  • Any +1; Any +2
  • Any +1; Any +1; Any +1
Languages: You can speak, read and write Common and Druidic
Lifespan
They reach maturity at 2 and live up to 10 years.
Average Height
Between 3 to 5 ft tall

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