Mini boss coming up is a solo green hag with a fondness for mushrooms. I'm thinking of ideas for encounters in her lair. She has an item that releases a curse that turns living creatures fungi monsters.
So I'm looking for a few thematic traps, puzzles etc to go with the combat.
So far I have;
Some kind of hallucinogenic spore, causing them to see their worst fears?
An entrance blocked by fungal growth that immediately repairs any damage unless it's fire, cold or necrotic. Maybe even increases in size each time it regenerates?
You could use a green dragon wyrmling and replace it's poison damage with acid. That might be an easy encounter though, so you could add some lemures, reflavored as living mold or fungus.
Also, their are mold hazards (in the natural hazards section) in the DMG. You should check them out.
Vegepygmies and their ilk would likely bond around and help a Hag who is trying to make molds and fungi flourish. Especially Russet Mold.
RUSSET MOLD
The fungus known as russet mold is reddish-brown in color and found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for natural rust, and a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify it accurately by sight in such a case.
Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On a failed save, the creature becomes poisoned. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of each of its turns, sprouting mold as it takes damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold’s poison damage dies. If the dead creature is a beast, a giant, or a humanoid, one or more newborn vegepygmies emerge from its body 24 hours later: one newborn from a Small corpse, two from a Medium corpse, four from a Large corpse, eight from a Huge corpse, or sixteen from a Gargantuan corpse.
Russet mold can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or a magical effect that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light’s area.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Well, you should obviously use brown mold, green slime, and yellow mold. I would try to combine brown and yellow, because brown mold is immune to fire (and spreads towards it), whereas yellow mold is destroyed by fire.
There have been hallucinatory versions of violet fungi in CRPGs (I recall it for NetHack) but the RAW version is somewhat boring.
Not quite the same thing, but I have an oozy plane that insinuates Jubilex may have had some roll in the genesis of creatures like trolls and hydras, which sorta metastatically regenerate in the fashion some of your robust fungi do. There's a plane in my game where something someone absolutely did not want found is buried amid all the ick, letting the general repulsiveness throw off the scent instead of creating some sort of secured space.
Anyway, I think there's a sort of resonance with trolls/hydras and your fungi.
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Jander Sunstar is the thinking person's Drizzt, fight me.
If you have a generic puzzle you want to use but don't know to make it work in the fungi-setting just have them hallucinate the puzzle. Like for example, if you have a door-puzzle, make them see a wooden door with the puzzle but in reality there is no door just an opening in the cave or something
Monsters like myconid and yellow musk creepers turning victims into ziombies as well as fungi emitting toxic spore in the air causing confusion while poisoned (as the spell)
Players must eat the right mushroom to see a secret door, but other types of mushrooms could hurt or kill them, or make them do funny stuff. Clues can be color-coded
If characters walk into this room, the door disappears behind them (or fungi grow over top of it).
If no mushroom is eaten, the room is just a room.
If any other color mushroom is eaten, characters take 1d4 damage.
Red: a large, heavy door leads to a bridge across the chasm (strength)
Red mushroom results in +3 strength bonus and advantage for 1 minute.
Green: a high wall leading to a thin rope one must walk on to get to the other side of the chasm (dexterity)
Green mushroom results in +3 dexterity bonus and advantage for 1 minute.
Orange: a walking path covered in a sleeping poison fog (constitution)
Orange mushroom results in +3 constitution bonus and advantage for one minute.
Blue: Reciting a plaque in three languages clears the fog (intelligence)
Blue mushroom results in comprehending all languages for 1 minute.
Yellow: a small hatch on the ceiling, when shot with an arrow, a ladder falls down, revealing a secret path above all the dangers. (wisdom)
Yellow mushroom results in +3 Wisdom bonus and advantage for 1 minute.
Purple: any path tried triggers a trap door on the floor, where a fungal monster pops out, characters must make music. Music makes the monster follow your commands. (charisma)
Purple mushroom results in +3 Charisma bonus and advantage for 1 minute.
you know what the neat thing about mushrooms is? their a hive mind. kind of. so this green hag is like 55% fungus and is part of the fungal hive mind. all fungal creatures act as familiars to her, and vice versa. she can see and cast spells anywhere in the dungeon
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Pronouns: Any/All
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes /general of the goose horde /Moderator of Vinstreb School for the Gifted /holder of the evil storyteller badge of no honor /king of madness /The FBI/ The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
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Mini boss coming up is a solo green hag with a fondness for mushrooms. I'm thinking of ideas for encounters in her lair. She has an item that releases a curse that turns living creatures fungi monsters.
So I'm looking for a few thematic traps, puzzles etc to go with the combat.
So far I have;
Some kind of hallucinogenic spore, causing them to see their worst fears?
An entrance blocked by fungal growth that immediately repairs any damage unless it's fire, cold or necrotic. Maybe even increases in size each time it regenerates?
You could use a green dragon wyrmling and replace it's poison damage with acid. That might be an easy encounter though, so you could add some lemures, reflavored as living mold or fungus.
Also, their are mold hazards (in the natural hazards section) in the DMG. You should check them out.
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HERE.I think you meant "Fun-gal" dungeon.
Give the hag a circle of spores druid ally then flavor zombies as fungus mutations.
Use a shambling mound made of mushrooms.
Myconids could make excellent meat shields for her.
Deep Dragon Wyrmling might fit the theme and might work well as a "pet" (more of an ally) of the Hag. 2nd the vote for Myconids, Violet Fungi and Shriekers. You may consider plenty of Brown or Yellow Mold from the Dungeon Hazards section of the DMG.
Vegepygmies and their ilk would likely bond around and help a Hag who is trying to make molds and fungi flourish. Especially Russet Mold.
RUSSET MOLD
The fungus known as russet mold is reddish-brown in color and found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for natural rust, and a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify it accurately by sight in such a case.
Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On a failed save, the creature becomes poisoned. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of each of its turns, sprouting mold as it takes damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold’s poison damage dies. If the dead creature is a beast, a giant, or a humanoid, one or more newborn vegepygmies emerge from its body 24 hours later: one newborn from a Small corpse, two from a Medium corpse, four from a Large corpse, eight from a Huge corpse, or sixteen from a Gargantuan corpse.
Russet mold can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or a magical effect that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light’s area.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Well, you should obviously use brown mold, green slime, and yellow mold. I would try to combine brown and yellow, because brown mold is immune to fire (and spreads towards it), whereas yellow mold is destroyed by fire.
There have been hallucinatory versions of violet fungi in CRPGs (I recall it for NetHack) but the RAW version is somewhat boring.
Also, make sure there's a shrine to Zuggtmoy.
Not quite the same thing, but I have an oozy plane that insinuates Jubilex may have had some roll in the genesis of creatures like trolls and hydras, which sorta metastatically regenerate in the fashion some of your robust fungi do. There's a plane in my game where something someone absolutely did not want found is buried amid all the ick, letting the general repulsiveness throw off the scent instead of creating some sort of secured space.
Anyway, I think there's a sort of resonance with trolls/hydras and your fungi.
Jander Sunstar is the thinking person's Drizzt, fight me.
If you have a generic puzzle you want to use but don't know to make it work in the fungi-setting just have them hallucinate the puzzle. Like for example, if you have a door-puzzle, make them see a wooden door with the puzzle but in reality there is no door just an opening in the cave or something
Monsters like myconid and yellow musk creepers turning victims into ziombies as well as fungi emitting toxic spore in the air causing confusion while poisoned (as the spell)
Mushroom Puzzle
Players must eat the right mushroom to see a secret door, but other types of mushrooms could hurt or kill them, or make them do funny stuff. Clues can be color-coded
you know what the neat thing about mushrooms is? their a hive mind. kind of. so this green hag is like 55% fungus and is part of the fungal hive mind. all fungal creatures act as familiars to her, and vice versa. she can see and cast spells anywhere in the dungeon
Pronouns: Any/All
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes /general of the goose horde /Moderator of Vinstreb School for the Gifted /holder of the evil storyteller badge of no honor /king of madness /The FBI/ The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!