Myceloid
Level 4Attacks
Abilities
If a myceloid is reduced to 0 HP by a critical hit, it pops, forcing it to immediately Emit Spores, even if it has already used the ability that day.
Frequency once per day
Effect The myceloid expels spores in a 10-foot area centered on a corner of its own space. This cloud lasts until the start of the myceloid's next turn. Each creature that is in the cloud or enters it is exposed to purple pox.
Myceloids are immune
Saving Throw DC 20 fortitude
Onset 1 minute
Stage 1 2d6 poison damage and Stupefied 1 (1 day)
Stage 2 6d6 poison damage, Stupefied 3, and the creature is compelled to seek out the nearest myceloid colony-this compulsion is a mental emotion effect (1 day)
Stage 3 The creature dies. Over 24 hours, its corpse becomes bloated and bursts, releasing a new, fully grown myceloid.
The myceloid targets one creature affected by purple pox within 60 feet. That creature must attempt a DC 22 will save.
It is then temporarily immune to spore domination for 10 minutes.
Critical Success The target is unaffected.
Success Until the end of its next turn, the target is Helpful to myceloids and can't take hostile actions against them.
Failure As success, but for 1 minute.
Critical Failure As success, but until the purple pox is cured.
The ambulatory fungus creatures called myceloids are notorious for spreading deadly purple pox, controlling creatures' minds, and devouring humanoid flesh. For a myceloid colony, any battle with humanoids is cause for excitement, as this new fodder presents so many delicious possibilities.
Myceloids consider humanoids to have an ideal life cycle of four simple steps. During childhood, they wander naive and afraid, unaware of myceloid colonies. In adulthood, humanoids discover their true purpose as they taste purple pox and become enslaved by the myceloids' spores. Next, they die, giving rise to a new myceloid. They're then sent on to the afterlife upon becoming a myceloid meal. Eating humanoid flesh is not a necessity-a myceloid can survive on any decaying matter-but it's certainly a pleasure.
Myceloids rarely make alliances, but when they do, they invite their new allies to share a meal to seal the pact. Few outsiders appreciate this hospitality.
Most myceloids have deep purple caps studded with off-white lumps. Their necks and bodies bear resemblance to the stipes of tough, leathery fungi. Smaller mushrooms often grow on a myceloid's body, which the creatures view as either adornments or particularly convenient snacks. They stand roughly as tall as a dwarf, with comparably stout builds.