The fungi (singular, fungus) once were considered to be plants because they grow out of the soil and have rigid cell walls. Now they are placed independently in their own kingdom of equal rank with the animals and plants and, in fact, are more closely related to animals than to plants. Like the animals, they have chitin in their cell walls and store reserve food as glycogen. They lack chlorophyll and are heterotrophic. Familiar representatives include mushrooms and molds. The fungi reproduce by spores. Communication among fungi are through chemical signals (pheromones).
The preceding not withstanding, all fungal creatures have the creature type (sub-type) of Plant (fungi).
Fungi Traits. Fungi are typically mindless unless otherwise specified. Most fungi detect intruders using fungal senses. While not technically plants, fungi have plant traits are affected by spells that affect plants.
Fungi Senses. An fungus locates it's prey through disturbances in the air and vibrations through the ground or connected surface (normally 30 ft.). Flying creatures cannot be detected. Invisibility is ineffective against these creatures if the individual is in contact with the ground or a connected surface. Many types of fungi can also detect various types of radiation (light, heat, etc.).
Environment. Underground
Ascomoid. Oversized fungi, ascomoids are frequently mistaken for giant puff balls until they begin to move, rolling toward any living prey that they sense. Once they have crushed the life out of a creature, they quickly move on, leaving spores behind in their victim’s body to grow new ascomoids. Ascomoids can grow to a width of 10 feet, but they rarely weigh more than 400 pounds. While ascomoids require no light to grow, they do require a moist environment. They do not keep traditional lairs, but often wander the same areas over and over, littering these routes with the bones of past victims. Given ascomoids’ ability to detect vibrations, the slightest quake or potential footfall sets them rolling, turning their cavernous lairs into churning meat grinders. Bounding about violently, groups of ascomoids sometimes take hours to settle back down, unable to distinguish between the movements of prey and the tumbling of their own kind. Those crushed by an ascomoid or who fall victim to an ascomoid’s spores face a revolting end, their bodies becoming hosts to quick-growing colonies of rampant fungi. Immature ascomoid mold sprouts quickly, typically appearing within 24 hours. After 48 hours, such victims become so overgrown with this furry, brown-green mold that they can no longer be restored to life by raise dead, as their bodies are too vitally pervaded and thoroughly consumed by the swiftly spreading mold. Within a month, a new ascomoid emerges from the foul mess.
Basidirond. This large creature resembles an inverted umbrella with several stems of dark green or brown hanging beneath it. The inside of its cone-shaped top is inky black. The strange fungal basidirond is a deadly plant monster that feeds on mineral-rich moisture, be it runoff from cave walls or fresh blood. By ensuring a constant flow of nutritious moisture, canny cave dwellers can use basidironds as guardians for their lairs, although they must take care to avoid the plant’s hunting routes lest they become its latest victims.
Phycomid. Typically found in damp dungeons, refuse heaps, and forgotten, filthy chambers, phycomids are dangerous fungoid creatures that grow in small, steaming patches among decomposing organic matter. The phycomid’s main body is a mass of green-brown mold that can slither and move when necessary to seek out new carrion to feed upon. Numerous mushrooms sprout from the main body—vile green stalks topped with purple or red caps that seem to steam with rank-smelling smoke. This smoke is in fact vapor escaping from the numerous globs of acid the plant produces as a method of both self-defense and reproduction. This acidic substance is expelled from the phycomid whenever it senses movement nearby, and seasoned adventurers can often trick a phycomid into giving away its true nature by simulating movement within range of the fungus. Less fortunate encounters are typically marked by large infestations of phycomids growing among a scattered collection of dead bodies.
Shrieker. This mindless fungus emits a loud, piercing wail when living creatures pass near it. Underground denizens have learned the noise indicates the presence of prey, and flock to its source. The remnants of creatures slain around the shrieker fertilize it. Shriekers often form symbiotic relationships with other plant creatures, such as violet fungus, and attract creatures with their shriek which are then slain by the deadlier plants. Some underground denizens cultivate shriekers as guards and intruder alarms.
Ustilagor. These alien-minded fungi from another plane are swift, quadrupedal creatures; they resemble bare brains on insectile legs, with no eyes or other identifiable features. Their aims and purposes are too alien for normal minds to comprehend, but one thing is certain, they are hostile to non-fungi.
Violet Fungi. The violet fungus is one of the most notorious and feared dangers of the world’s caves. A traveler can often see signs of the violet fungus in those who dwell or hunt in places where these carnivorous fungi lurk. In these folk, hideous scars and limb loss mar bodies—the marks of a close encounter with a violet fungus. A violet fungus feeds on the rot and decay of organic matter, but unlike most fungi, they are not passive consumers of corruption. A violet fungi’s tendrils can strike with unexpected swiftness, and are coated with a virulent venom that causes flesh to rot and decay with nauseating speed. Although violet fungi are mobile, they only move to attack or to hunt for prey. A violet fungus that has a steady supply of rot to sup upon is generally content to remain in one place. Many underground-dwelling cultures take advantage of this penchant and keep multiple violet fungi in key junctions and entrances to their caverns as guardians, making sure to keep them well fed with carrion to prevent them wandering farther into the den in search of food. It’s not uncommon to find shriekers and violet fungi growing in the same grove—especially in areas where other creatures cultivate the fungi as guardians.
Gas Spore. Gas spores are classified as hazards (without traditional creature statistics). These growths mimic floating eye tyrants tricking hosts to infect themselves by the fungi's death burst.
Molds. Molds are classified as hazards (without traditional creature statistics). They are immobile, mindless, and generally immune to most attacks.
Neutral Large Plant (fungi) (5-ft. to 10-ft. diameter)
FREQUENCY: Very rare
NO. APPEARING: 1
SURPRISE: Cannot be surprised within sensory range
SENSES: fungi senses (30-ft.)
ARMOR CLASS: 3
SPEED: 120 ft. (requires 3 rounds to obtain max. speed: 30-ft., 60-ft., 90-ft.)
HIT DICE: 6 + 6 (hp 33)
% IN LAIR: 40%
TREASURE TYPE: nil
ATTACK AC 0: 13
MELEE: contact (2d6) plus knock down
SPECIAL ATTACKS: knock down, spore cloud; Hits As: +2
SPECIAL DEFENSES: fungi traits, mindless (+2); resist (acid, fire, electricity; +4/half); damage resistance
WEAKNESS: mindless
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: N/A
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: VII (XP 775+8 per h.p.)
Damage Resistance. An ascomoid is immune to blunt/bludgeoning weapons. Slashing or chopping weapons do only 1 point of damage per strike. Piercing weapons do normal damage and those over 6-ft. in length do double damage.
Knock Down. (immediate) A Man-sized or smaller opponent that takes damage from the fungi's contact attack (it attacks by rolling into it's opponents) must make a Dexterity save vs. Petrify or be knocked prone (save avoids).
Spore Cloud. Once per 3 rounds [poison] (minor) An ascomoid can emit a jet of spores out to 30 feet which blossoms into a cloud 5d4 feet in diameter. All breathing creatures in the cloud must save vs. Poison or die from spore infestation in 1d4 rounds (save avoids death). Even those making their saving throws spend that period of time nauseated and blind. A neutralize poison or cure disease will save an infested creature. A creature under the effect of a slow poison will pause the infestation until the magic's duration ends. An ascomid will only shoot spores at Large opponents or those inflicting damage on it.
Neutral Man-sized Plant (fungi) (6-ft. to 7-ft. tall)
FREQUENCY: Rare
NO. APPEARING: 1-2
SURPRISE: Cannot be surprised within sensory range
SENSES: fungi senses (30-ft.)
ARMOR CLASS: 4
SPEED: 60 ft.
HIT DICE: 5 + 5 (hp 27)
% IN LAIR: 60%
TREASURE TYPE: nil
ATTACK AC 0: 15
MELEE: slam (2d4) plus infestation
SPECIAL ATTACKS: hallucinatory spore cloud, infestation; Hits As: +1
SPECIAL DEFENSES: fungi traits, mindless (+2); resist cold
WEAKNESS: mindless
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: N/A
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: VI (XP 475+6 per h.p.)
Hallucinatory Spore Cloud. [complex; poison] A basidirond not in melee can stand quietly and use a complex activity to release a spore cloud that requires all creatures within 300-ft. (or if underground, the size of the room/area) to make a Wisdom save vs. Poison each round or begin to hallucinate (save negates for that round). A creature that misses it's saving throw will hallucinate for as long as they remain in the cloud and 1d4 rounds after leaving the cloud. A hallucination cloud persists for 5 rounds before dispersing—a strong wind causes it to disperse immediately. Typical hallucinations are:
d8 Hallucination
1 Individual believes he is in a swamp and strips off gear and armor to avoid sinking.
2 Individual believes he is being attacked by a swarm of spiders. He attacks the floor and surrounding area.
3 Individual believes item held has turned into a viper; drops item and flees from it. (treat as panicked)
4 Suffocation—Individual believes he is suffocating and gasps for air and clutches throat. (treat as dazed)
5 Individual believes he has shrunk to 1/10 normal size. He begins yelling for help. (treat as dazed)
6 Individual believes his associates have contracted a disease. He will not come closer than 10 feet.
7 Individual believes he is melting; grasps self in attempt to hold together. (treat as dazed)
8 Individual believes his back is covered with leeches. He tears armor, clothing, etc. from his back to get at them.
Infestation. [poison] (immediate) Any breathing creature struck by the basidirond's slam attack (knocking it's foe with it's woody cap) must save vs. Poison or have it's lungs infested with spores, beginning to suffocate in 1d4+1 rounds (save avoids). i.e. After 1d4+1 rounds, a creature must begin holding their breath before asphyxiating then falling into a coma and dying. A cure disease or neutralize poison will cure the effect. A creature under the effect of a slow poison will pause the infestation until the magic's duration ends.
Resist Cold. If subjected to cold damage, a basidirond takes no damage but it's speed drops to 30-ft. per round and it cannot infest a creature or use it's spore cloud for 10 rounds.
Neutral Small Plant (fungi) (2-ft. diameter)
FREQUENCY: Rare
NO. APPEARING: 1-4
SURPRISE: Cannot be surprised within sensory range
SENSES: fungi senses (30-ft.)
ARMOR CLASS: 5
SPEED: 30 ft. (or immobile if rooted)
HIT DICE: 4 (hp 18)
% IN LAIR: 80%
TREASURE TYPE: nil
ATTACK AC 0: 15
MELEE: none
MISSILE: 2 globules (1d4+2 acid/1d4+2 acid; range 10 ft.) plus infestation
SPECIAL ATTACKS: infestation; Hits As: normal
SPECIAL DEFENSES: fungi traits, mindless (+2); resist fire (+4/half-none)
WEAKNESS: mindless
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: N/A
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: V (XP 280+5 per h.p.)
Infestation. [poison] (immediate) Any creature struck by a globule must save vs. Poison or become infested (save avoids): The area sprouts fungal growth in 1d4+4 rounds and causing 1d4+4 damage. The growth can be stopped by applying 10 points of energy damage (this also harms the host) or a cure disease or neutralize poison. The infestation then begins a rapid spread through the creature's blood stream, killing it in 1d4+4 x10 rounds. Once in the blood stream, only a cure disease or neutralize poison will cure the effect. A creature under the effect of a slow poison will pause the infestation until the magic's duration ends.
Neutral (Small to) Large Plant (fungi) (2-ft. to 12-ft.+ tall)
FREQUENCY: Common
NO. APPEARING: 2-8 (I. 1-2; II. 1-3; III./V. 2-5)
SURPRISE: Cannot be surprised within sensory range
SENSES: fungi senses (30-ft.)
ARMOR CLASS: 7
SPEED: 10 ft.
HIT DICE: 3 (hp 13)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 16
MELEE: none
SPECIAL ATTACKS: none; Hits As: Normal
SPECIAL DEFENSES: +2 vs. poison and death magic; mindless
SPECIAL QUALITIES: shrieking
WEAKNESS: cannot charge; mindless
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: N/A
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: I (XP 5+1 per h.p.)
Shrieking. A shrieker that detects light within 30-ft. or movement within 10-ft. will emit a piercing screaming noise lasting for 1d3 rounds (and easily heard within 300-ft. even through obstructions). Creatures within 50-ft. cannot hear other noises. This noise will bring a random encounter with a 50% probability (d%, 01-50), rolled once for each round spent shrieking (only 1 encounter will occur).
Neutral Small Plant (alien, fungi) (1-ft. to 1.5-ft. diameter)
FREQUENCY: Rare
NO. APPEARING: 1-3
SURPRISE: Cannot be surprised within sensory range
SENSES: fungi senses (30-ft.)
ARMOR CLASS: 5
SPEED: 90 ft.
HIT DICE: 3 + 3 (hp 16)
% IN LAIR: 90%
TREASURE TYPE: In Lair Q (x1d20)
ATTACK AC 0: 16
MELEE: contact (2d4 acid) plus poison
SPECIAL ATTACKS: poison, psionics; Hits As: Normal
SPECIAL DEFENSES: alien mind; immune to acid, cold, electricity, and fire
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (4-7)
MORALE: +18%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
PSIONIC ABILITY: 168 (150 + 5d6); Attack/Defense: D/F
LEVEL: III (XP 135+4 per h.p.)
Alien Mind. [psionic] Creatures with an alien mind are immune to the following effects: charm, command, confusion, ESP, fascination, magical fear, magical paralysis, magical telepathy, sleep, and stunning.
Poison. [acid, poison] Creatures damaged by an ustilagor's tendril must save vs. Poison or take 1d4+1 poison damage the next round (save negates).
Project Emotion. 10/day [fear, mind-affecting, psionic] (minor) An ustilagor can project basic emotions, such as revulsion or fear, at opponents in melee range. Creatures in the area must make a Wisdom save vs. Breath or be sickened while remaining in melee range (save negates). Moving beyond melee range ends the condition immediately.
Neutral (Small to) Man-sized Plant (fungi) (4-ft. to 7-ft. tall)
FREQUENCY: Rare
NO. APPEARING: 1-4 (III. 1-3)
SURPRISE: Cannot be surprised within sensory range
SENSES: fungi senses (30-ft.)
ARMOR CLASS: 7
SPEED: 10 ft.
HIT DICE: 3 (hp 13)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 16
MELEE: up to 4 branches—each makes a contact attack (rotting poison)
SPECIAL ATTACKS: rotting; Hits As: Normal
SPECIAL DEFENSES: mindless (+2)
SPECIAL QUALITIES: camouflage
WEAKNESS: cannot charge, mindless
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: N/A
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: III (XP 135+4 per h.p.)
Branches. [melee] A violet fungi will have from 1 to 4 branches (randomly determined). Each branch is coated with rotting poison. Branches are 1-ft. long for 4-ft. specimens, extending another foot per foot of height (i.e. 4-ft. = 1-ft.; 5-ft. = 2-ft.; 6-ft. = 3-ft.; 7-ft. = 4-ft.). Branches are spaced out so only a maximum of 2 can attack in a single direction and only 3-ft. or longer branches can make free attacks.
Camouflage. A violet fungi looks exactly like a shrieker. It's branches are hidden in the underside of the cap and shoot out to touch creatures moving by (typically reaching into adjacent squares if using a map grid).
Rotting Poison. [disease, poison] (immediate) If a violet fungi touches a flesh-based creature, it must make a save vs. Poison or be poisoned with an aggressive rotting disease (save negates). This disease affects 1 limb and the limb will rot away within 8 hours. During this time, the creature is sickened and the limb is rendered unusable (if the head is struck, the creature is rendered unconcious). A violet fungi with more than one branch may attack the same limb in the same or successive rounds. A limb failing its save more than once has no further effect for multiple touches. A neutralize poison or cure disease cast on the afflicted creature will cure the rotting disease and remove the sickened condition. Once afflicted, items that grant new poison saves (anti-toxin, or the like) will have no effect (although if consumed prior to affliction, the bonus to poison saves will be granted). A creature under the effect of a slow poison will pause the rotting until the magic's duration ends.
The limb should be determined randomly. A humanoid, as an example, has 6 "limbs" (2 arms, 2 legs, torso, head). Roll a d12: 1-2 = left leg; 3-4 = left arm; 5-6 = right arm; 7-8 = right leg; 9-10 = torso; 11-12 = head. Loss of a leg renders the creature immobile (in combat; it may crawl/hop slowly) and loss of an arm renders the limb useless and inflicts a -2 penalty to attack rolls. Loss of a head or torso due to rotting means the creature is dead.
Rare Hazard Level II (XP 33)
From a distance, the gas spore is 90% likely (d%, 01-90) to be mistaken for an eye tyrant, using its mimicry to lure would-be victims to their doom. The gas spore has a fly speed of 30 feet (Class C), able to quietly expel gasses from it's balloon-like body. A gas spore is drawn to movement (it has fungi senses out to 100-ft.) and will slowly float toward the movement. If allowed within melee range of any creature, the creature must make a Dexterity save vs. Petrify or contact will occur (save avoids). A creature contacted by a gas spore becomes infested with spores. If the gas spore is attacked (AC 10) and takes even a single point of damage, it will explode in a death burst and all in a 20-ft. radius must make a Dexterity save vs. Breath or take 6d6 poison damage (save for half). All creatures within the area are automatically infested with spores (no save). Infestation results in the creature becoming sickened after 3 hours and then slowly and painfully expanding as 2d4 gas spores grow within it, finally dying after 24 hours and spawning the new gas spores. A cure disease or neutralize poison will save the infested creature before death occurs. A creature under the effect of a slow poison will pause the infestation until the magic's duration ends.
Section 15: Copyright Notice
Gas Spore from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by J. D. Morris.
Very Rare Hazard Level VI (XP 1,275)
Brown mold feeds on warmth, drawing heat from anything around it. It normally comes in patches 5 feet in diameter, and the temperature is always cold in a 30-foot radius around it. Warm-blooded living creatures within 10 feet of it take 4d8 cold damage or, if cold-blooded, 3d8 cold damage.
If the mold is subject to fire, it grows rapidly: The patch will expand to 2 times it's size (torch), to 4 times (flaming oil), to 8 times (fireball or similar spell) its current area when exposed to heat or fire damage.
Brown mold is affected only by magical cold, and no other magical or non-magical attacks affect it (unless fire or heat related as per above). An ice storm spell cast on it's area, or a wall of ice spell cast as a barrier will cause the mold to go dormant (it will not freeze creatures near it) for 5d6 x10 rounds. Otherwise, magical cold or frost damage (cone of cold, white dragon breath, etc.) will destroy all mold in the area of the attack.
Very Rare Hazard Level V (XP 825)
Russet mold is found in dark, wet areas. At a distance of 30 feet or more, it is 80% (d%, 1-80) likely to be mistaken for ordinary rust. A patch of russet mold is about 5 to 12 feet in diameter.
A russet mold colony emits a 5-ft. radius of invisible spores. Breathing creatures entering this area or or those touching the mold must make a save vs. Poison or become infected with irradiated spores (save negates for 1 round). An infected creature takes 4 points of poison damage every 10 rounds for 1d4+1 x10 rounds. At the end of this time, the creature must make another save vs. Poison or die. A save means the creatures body has survived the ordeal. A creature begins to appear ill after the first 10 rounds (nose bleeds and coughing, becoming worse with eyeballs hemorrhaging, bruising, and other orifices bleeding). A cure disease or neutralize poison will halt the sickness and cure the creature. A creature under the effect of a slow poison will pause the infection until the magic's duration ends.
A humanoid that dies from russet mold radiation will sprout russet mold until it's entire body is encased over 1d4+20 hours. At the end of this time, a vegepygmy will rise from the remains. Certain plant-affecting spells (e.g. hold plant) might delay this process but if the mold grows for over an hour, the body cannot be used to bring the humanoid back from the dead.
Russet mold is immune to cold and fire. Acid-based effects, alcohol (at least one gallon per foot diameter of mold), a targeted continual light spell, or cure disease instantly destroys russet mold (a caster with the cure disease spell active on their hand cannot become afflicted).
Section 15: Copyright Notice
Russet Mold from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by J. D. Morris.
Uncommon Hazard Level IV (XP 320)
If yellow mold is contacted, a flesh-based creature will take 1d8 acid damage from enzymes. There is also a 50% chance (d%, 01-50) it will release a spore cloud in a 5 ft. radius burst from where the spores were contacted. Any living creatures in the area of effect must save vs. Poison or begin to suffocate beginning the round following the contact, it's lungs filled with yellow mold growth (a successful save means the creature takes 1d8 damage from enzymes). i.e. After 1 round, a creature must begin holding their breath before asphyxiating then falling into a coma and dying. A cure disease or neutralize poison will cure the infested creature. A creature under the effect of a slow poison will pause the infestation until the magic's duration ends.
A victim that dies this way can be raised/resurrected but only if a cure disease is cast on the body prior to the resurrection.
A 5-ft. patch of mold exposed to at least 5 points of fire damage will be destroyed. Small items like torches will destroy a patch of yellow mold roughly 2-1/2 ft. in diameter (if two torches are used). Any attack that does not completely destroy the full patch will cause the mold to release a spore cloud.
If the light radiation from a magical continual light effect illuminates a patch of yellow mold, it will become dormant, not releasing spore clouds (although enzymes are still active) for 2d6 x 10 minutes. After this time, the mold will grow toward the light source so as to cover it completely.
Mold Colony. If the mold grows into a colony of at least 300 square feet, the mold may (d%, 01-20) form a collective intelligence making the colony aware of it's surroundings. If this occurs, the colony can detect other life forms within 60 feet and the use of spells or spell-like abilities within 120 feet.
If life forms approach, the colony can release a spore cloud at will as an innate ability once per round.
Charm. [innate; charm, psionic] If a mold colony detects spell use, it will attempt to charm the caster once they come within 120 feet. The target must make a Wisdom save vs. Spell or become dominated (save negates). The charmed creature will then act to protect the colony using attacks or coercion until all threats are removed. It will then lie down in the colony and become consumed. A successful dispel magic (against caster level 12) will remove the effects of this charm. Although the mold is semi-sentient, it is still treated as mindless with regard to mental effects.