Distress Spores. When the champion myconid takes damage, all other myconids within 240 feet of it can sense its pain.
Multiattack . The champion can use its Elemental Spores twice.
Elemental Spores. The champion rolls 1d4 and chooses a corresponding element from the table below. Then a corresponding spell is casted, using champion's Wisdom as a spellcasting ability.
|
d4 |
Element |
Spell Effect |
|
1 |
Water |
Ray of Frost |
|
2 |
Air |
Witch Bolt |
|
3 |
Earth |
Earth Tremor |
|
4 |
Fire |
Burning Hands |
Description
After undergoing a ritual that is a special version of usual melding, myconid (usually a sovereign) becomes a Champion of Psilofyr.
The World Mushroom. Psilofyr is a deity worshiped by myconids and sometimes other fungus-folk. They believe it to be a mushroom version of the World Tree. Psilofyr is a giant mushroom that resides in space between realms, with its intertwined roots connecting with every plane of existence, be it heaven, hell or elemental plane. Using help from their divine patron, myconids can gain access to powers that they haven't experienced before.
Fungal blessing. Thanks to the blessing of their god, champions of Psilofyr not only gain new powers, but also lose some of their previous weak spots. For instance, champions are no longer sensitive to sunlight. Also, all minds of all champions in all the different planes and worlds are interconnected in what is calledmindcelium, and they can all feel each other and hear each other's thoughts, communicating telepathically.
Spore legacy. If a champion of Psilofyr is killed, within the next hour its body decays completely, and a patch of beautiful bright and colorful mushrooms grow from it. Within next 1d4 hours those mushrooms turn into 1d12 myconid sprouts. However, within that first hour the body can be looted for spores. Roll a DC 10 Intelligence (Investigation) check. On a successful roll consult the table below on which spore type was found. When used, the spores take effect as if a player was casting a corresponding spell. Usually the amount of spores found is enough for one use only.
|
d20 |
Spore type |
Spell Effect |
|
10-13 |
White spores |
Charm Person |
|
13-16 |
Black spores |
Crown of Madness |
|
16-20 |
Colorful spores |
As per Elemental spores table |
|
20< |
Golden spores |
Cure Wounds |
On a natural 20, the spore type is of DM's choice, and they can be used to times. Also, if the PC doesn't have a spellcasting ability, it uses its Wisdom as one, when using the spores.
Lair and Lair Actions
A Fungal Champion's Lair
A champion of Psilofyr lives among other myconids, in damp caves or swamps and bogs. But the lair itself is usually on the far end of the settlement, in a somewhat secluded place. A cove or a hollowed out giant tree trunk, overgrown with bright and colorful mushrooms, some fluorescent.
Lair Actions.
On initiative count 20 (losing initiative ties), the champion can take a lair action to cause one of the following magical effects:
Heavenly Spores. The champion ejects spores at one creature it can see within 40 feet of it. The target must succeed on a DC 14 Wisdom saving throw. On a failed save, the target sees the champion as an ally for minute. For the duration the target spends its every turn either healing the champion (if it is able to), or doing nothing. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Hellish Spores. The champion ejects spores at one creature it can see within 40 feet of it. The target must succeed on a DC 14 Wisdom saving throw. On a failed save, the target doesn't attack the champion for 1 minute. For the duration the target also becomes hostile towards the closest allying creature and attacks it. If there is more than one ally at the same distance from the target, it attacks the weaker one. The target 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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Posted Sep 2, 2018My first ever custom monster! Please, feel free to comment guys, I'm a fairly new DM, so I'd like some advice and wisdom from more experienced dungeoneers :)