Homebrew Myconid Species Details
- Eldrier, Tales of Adventure Vol II
Myconids are strange creatures to say the least. Often called fungus-folk or mushroom-men, they are intelligent, fungus-like plants that dwell in hidden groves and sanctuaries, deep within the Underdark.
Physical Description
Ranging anywhere from 4 to 6 feet, myconids are brightly colored fungi creatures who come in all shapes and sizes. Their physical features vary greatly from circle to circle and even within the circles themselves. The inside of a myconid has a soft texture similar to that of a mushroom, however their bones are near the surface, and are hard and have a seemingly metallic feel to them. Because of their fungi origins, myconids are very light, however, their endoskeleton does contribute something and they are usually between 20 to 30 pounds (9 to 14 kg). Though they are of a similar height to humans, they are slow to move, however, their tough natural hide makes up for the definition. All myconids have have an aversion to sunlight and most do not wear clothes.
History
Not much is known about myconid history as it is passed down telepathically from generation to generation, and not generally with outsiders.
Myconid Sovereigns
Myconids live and gather in colonies, the number of members ranging anywhere from 20 to well over 200. Each colony is led by the largest member of the dwelling. These leaders are known as sovereigns. Sovereigns are larger and more powerful than other myconids, having learned to infuse their spores with certain types of magic. They use these spores to enter into group hallucinations called melds, as well as to reanimate the corpses of fallen humanoids and beasts to help and protect the colony and its members.
Circles and Melds
Sovereigns also preside over one or more "circles". These circles are smaller groups of myconids within the colony, each one often built to serve a single, specialized purpose.
One colony, for example, might have a circle of hunters and a circle of farmers for growing and gathering food, as well as a circle of growers, specializing in the creation, growth, and care taking of new myconids, or sprouts.
Myconids also spend a great deal of their lifetime melding. Circles, and sometimes even whole colonies will meld together. The process of melding involves a type of meditation and the release of rapport spores as well as hallucination spores to link their minds together in a sort of group dream state. myconids use melding as a form of entertainment, as well as social interaction.
Myconids also use melds to serve a greater purpose. Through melding, they hope to achieve a higher form of being and a collective consciousness. Melding holds an almost religious position in the life of a myconid, and most believe it to be their purpose in life.
Myconid Names
Myconids are a single-gender race. They produce instead via the carefully controlled production of spores. Their naming conventions reflect this single gender. Myconid naming tendencies vary greatly, with some names sounding more human, while others sound more elvish, orcish, or sometimes utterly alien. The examples presented here do not at all represent the whole of the myconid race.
Names: Barosia, Hendrix, Jamar, Jenika, Manson, Marly, Namopbe, Oghmar, Phylo, Psybie, Psyllie, Roo, Rumpledumpling, Stool, Toad, Yggdrasil, Yrb
Myconids are capable of producing many types of spores with many different effects, some magical, some mundane. When you level up as a myconid, you gain access to the following spores:
Pacifying Spores. As a bonus action, you send a cloud of spores toward one creature you can see within 5 feet. The target must succeed on a Constitution saving throw (DC equals your 8 + Proficiency bonus + your Wisdom modifier) 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. After you use this feature, you can't use it again until you complete a long or short rest.
Hallucination Spores. You may, as an action, eject spores at one creature you can see within 5 feet. The target must succeed on a Constitution saving throw (DC equals your 8 + Proficiency bonus + your Wisdom modifier) or become poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. After you use this feature, you can't use it again until you complete a long or short rest.
Rapport Spores. You may, as an action, extend rapport spores in a 30-foot radius, centered from yourself. 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 creature can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
Animating Spores. You eject a small cloud of spores toward the corpse of one humanoid or Large or smaller beast within 5 feet. After 24 hours pass, the targeted corpse rises again as a spore servant (see the Monster Manual page 230 for a spore servant template). The spore servant may be a creature with a CR less than or equal to 1/2. The spore servant acts on its own turn in combat and obeys all of your mental commands to the best of its ability, defending itself if it is given none. The spore servant lasts for 1d4 + 1 weeks or until killed, and can not be resurrected in this way again. You may only have one spore servant at a time. You regain use of this trait when you complete a long rest.
Myconid Traits
A species of intelligent pacifistic fungi creatures.Ability Score Increase
Your Wisdom score increases by 2, and your Constitution score increases by 1.
Age
Myconids reach maturity at 6 years old and can live to be a little over 1000 with the oldest ones becoming sovereigns.
Alignment
Most myconids are True Neutral with good myconids are fairly common and evil myconids are very rare.
Size
Myconids range from 4 to 6 feet and weigh 70 to 120 pounds. Your size is Medium
Speed
Your base walking speed is 30 feet.
Superior Darkvision
Accustomed to the darkness of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colors in darkness, only shades of grey.
Sun Sickness
While in direct sunlight, you have disadvantage on ability checks, attack rolls, and saving throws. If you spend more then 1 hour in direct sunlight, you drop to zero hit points and fall unconscious.
Natural Armor
Because of you naturally thick, fungus-like skin and your tough metallic bones, your armor is naturally better than others. When you are not wearing armor, your armor class equals 12 + your Constitution modifier + your Dexterity modifier.
Distress Spores
When you take damage, all other myconids within 240 feet of you can sense your pain.
Poisonous Fist
Due to your fungal decent, your hands are imbued with poisonous spores. You may, as an attack action, use you poisonous fist to punch a target within 5 feet of you. It acts as a martial melee weapon, uses Strength to hit, and you are proficient with it. On a successful, hit the target takes 1d4 + 1 bludgeoning damage and 1d4 poisoning damage. It must roll a Constitution saving throw against a DC of 10 + your proficiency bonus + your Constitution modifier. On a failed save the target is poisoned and it may repeat the saving throw at the end of its turn. The effect ends after 3 rounds or until it makes its save. On a successful save, it takes half as much poison damage and is not poisoned.
Languages
You can understand, read, and write Common and Undercommon, but can only speak them telepathically.
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