Tampilkan postingan dengan label blogs. Tampilkan semua postingan

On a Yellow Dingo's Fungus Guide XVI-XXI

A long time ago, a blogger, Yellow Dingo posted many weird and wonderful things. Sadly (s)he is no longer with us. The best work by yellow dingo was a series on weird and dangerous fungus that was posted to his blog.. Sadly, that blog is now lost, to a spammer. However, some members of our community managed to save that information.

In the spirit of archival and rejuvenation, I am without permission (and with no charge to my patrons), reposting that wonderful series here on this blog. All writing and art is credit to the original poster at Yellow Dingo. All fungus statted up for Labyrinth Lord, but easily convertable to any system from Original Dungeons and Dragons to 5th Edition. Anyone who feels strongly that this is a bad (or good) idea, feel free to contact me with your concerns. My personal hard drive and OSR back channels are not nearly as resilient as the cloud. Enjoy.

From the defunct Yellow Dingo Appendix blog:

A Guide to Dangerous Fungi XVI-XXI



Asawi

(The Burning Bird, lord of decay)
EnvironmentSwamps, Any Morning MistAlignmentNeutral
Armour Class5Hit Dice9*
Move60' (20')Intelligence18
Attacks2 ClawsDamage3d6+2
No. Appearing1 (1)Save AsMagic User: L25
Treasure TypeNilXP ValueN/A
Morale12
Description:Asawi wanders the Plane of Decay and can only rarely be encountered on the Prime Plane – and only in the morning mist. From a distance it appears to be an Ostrich up to ten feet tall but it is only closer that the differences become apparent – the illuminating fire in particular.  Asawi is one of the dominant forces on the Plane of Decay. It is a Magic-user of considerable power though it seems entirely focused on Charm and Quest Magic. Asawi is a Bard with considerable talent in Singing, Music and Mimicry. It is also a skilled Tracker.
Stats: Magic User L25; Claws 3d6+2; Str (22), Dex (18), Con (9), Int (18), Wis (11), Cha (18); Skills: Tracking (I+2), Mimicry (I), History of the Plane of Decay (I), Alertness (D), Danger Sense (W), Singing (CH+2),Musical Instrument (Ch+2)


Bather's Light

EnvironmentDungeons, Caves, Mushroom ForestsAlignmentNeutral
Armour Class9Hit Dice1/2*
Move0'Intelligence1
AttacksSpecialDamage1d6/round
No. Appearing1(1)Save AsFighter: LX
Treasure TypeNilXP Value6
Morale12
Description:This Primordial fungi looks more like a flower yet atop its clustered ash-gray stalks a collection of fluorescent white heads illuminate the darkness with their iridescent glow.  Bathers Lights can often be found in proximity to a pool of still water of absolute purity as it causes contaminants to settle out. This is the problem with the fungi – it will do the same to water in living organisms within ten feet of a fungi.


Black Smoker

EnvironmentDungeons, Caves, Mushroom ForestsAlignmentNeutral
Armour Class7Hit Dice4*
Move0'Intelligence1
AttacksFoul Poisonous MiasmaDamageSee Below
No. Appearing1 (1)Save AsFighter: L4
Treasure TypeVXP Value125
Morale12
Description:Growing 4’-7’ tall, these fungi grow partly on the Plane of Decay and give off a black smoke which causes any victim unable to save vs. Dragon-breath to change to a chaotic and evil alignment until cured with a wish.







Cockatrice Fodder

EnvironmentDungeons, Caves, Mushroom ForestsAlignmentNeutral
Armour Class6Hit Dice4-7
Move0'Intelligence1
Attacks4-7 TentaclesDamage1d4 per tentacle
No. Appearing1 (1-10)Save AsFighter: L4-L7
Treasure TypeSpecialXP Value75, 175, 275, 450
Morale12
Description:Amber tentacles growing from the soil can stretch up to 10 feet to attack prey in an attempt to strangle them for nutrients. Its real value is as a food source. Anyone consuming Cockatrice Fodder should save vs. disease or they gain the ability to move fast (triple their current movement rate). Some Barbarian tribes are known to chew this fungus when they need to travel great distances quickly.




Crystalshroom

EnvironmentDungeons, Caves, Fungi ForestsAlignmentNeutral
Armour Class-5Hit Dice5*
Move0'Intelligence1
Attacks1 explosionDamage5d6
No. Appearing1-10 (1-100)Save AsFighter: L5
Treasure TypeAs seed gem/number appearingXP Value300
Morale12
Description:This fungus contaminates gems with its ‘spore’ causing them to grow into large ‘false crystals’ of that particular gem type. The ‘crystalline Gem’ Explodes on contact unleashing terrible damage. Adventurers don’t get experience points for this one unless they can prevent it from exploding with something along the lines of a hold monster spell.





Eye of the Beholder

EnvironmentDungeons, Caves, Mushroom ForestsAlignmentNeutral
Armour Class9Hit Dice1 hp
MoveRolling 3' (1')Intelligence10
AttacksDiseaseDamageSee Below
No. Appearing2 (as a pair)Save AsFighter: L1
Treasure TypeNilXP Value6
Morale12
Description:The spore of this fungus causes the eyes to fall out (save vs. Disease to avoid) and continue to live on as fungi stalks rupture from the eyeballs and cause the eye to swell and bloat to a huge size. The fungus stalks become eye stalks as the eye becomes a beholder.
Consequently when an adult Beholder dies it will eventually dry out and become a ball of spores that will explode and disperse. It takes a while for the ability to fly to kick in – they are unable to do so until they become beholders after a year rolling about.


Glammour

EnvironmentDungeons, Caves, Mushroom ForestsAlignmentNeutral
Armour Class9Hit Dice1 hp/spore
Move0'Intelligence1
AttacksspecialDamagesee below
No. Appearing1-100 sporesSave AsNormal Human
Treasure TypeNilXP Value6
Morale12
Description:This fungus contaminates the pollen of certain rare flowers and is harvested by wee folk. Sprinkled on the eyes it causes the victim to be vulnerable to illusion magic—making the ugly reality a more palatable beautiful dream—by lowering the victim’s wisdom to three (save vs. Poison to avoid).
Fairies use it to lower their own wisdom so they will believe in any old rubbish—like their own existence – indeed a fairy free of glamour might think their selves out of existence.

Ichor

EnvironmentPlants (mostly)AlignmentNeutral
Armour Class9Hit Dice1 hp/square ft*
Move0'Intelligence1
AttacksSmotherDamage1 hp/day
No. Appearing1 (1)Save AsSpecial
Treasure TypeNilXP Value6
Morale12
Description: The mother of all fungi is a refugee from the Plane of Decay this white slime spreads on living things (particularly plants) slowly causing damage and discharging a foul smell (save vs. Disease or vomiting the first time it is encountered).
It’s immune to everything but fire. And will spread unchecked to devour the countryside reducing entire forests and crops to a rotten slimy mass. It is because of this immunity to damage that Trolls will deliberately coat themselves in this—making fire their only vulnerability.
In the end a policy of scorched earth will destroy this fungi—leaving agricultural, forest, and even swamp reduced to badlands.



Ironshroom

EnvironmentDungeons, Caves, Mushroom ForestsAlignmentNeutral
Armour Class1Hit Dice7*
Move0'Intelligence2
Attacks6 fungi-stalks/roundDamage1d8
No. Appearing1 (1)Save AsFighter: L7
Treasure TypeNilXP Value850
Morale12
Description:The main body of this shroom is below the surface. It erupts from the surface and smacks against ankles of feet that are putting pressure on the Fungus from the surface like a War-hammer.









Matnarn's Gill

EnvironmentDungeons, Caves, Mushroom ForestsAlignmentasdf
Armour Class7Hit Dice4*
Move0'Intelligence1
AttacksSpecialDamageSee Below
No. Appearing1(1)Save AsFighter: L4
Treasure TypeNilXP Value125
Morale12
Description:Matnarn’s Gill is a strange fungi—it doesn’t pose a threat until the Victim exposed to its invisible Miasma attempts to swim underwater then it adapts the victim to a water-breathing environment making any attempt to return to the surface world near-impossible.
Only a wish can reverse the effects.



Poisoner's Cup

EnvironmentDungeons, Caves, Mushroom ForestsAlignmentNeutral
Armour Class9Hit Dice1/2*
Move0'Intelligence1
AttacksPoisonous SplashDamageSee Below
No. Appearing1(1)Save AsNormal Human
Treasure TypeSpecialXP Value6
Morale12
Description:This fungus produces a black juice in its ‘cup’ which it will deliberately spill in the direction of its prey in an attempt to splash a victim with the poison. The poison itself is a cruel death—the victim will age a year every day they do not make a save vs. Poison. Making the Saving throw only staves off the effect for twenty four hours—in the end only a wish can cure this poison though the effects are forever.
The poison is worth 5000gp per cup though it is impossible to get at.



Rot-Iron

EnvironmentDungeons, Caves, Mushroom ForestsAlignmentNeutral
Armour Class9Hit Dice1/2*
Move0'Intelligence1
AttacksSpecialDamageSpecial
No. Appearing1 (1)Save AsNormal Human
Treasure TypeNilXP Value6
Morale12
Description:This fungus has come from the Plane of Decay. Its food source is Iron so Swords and Armour are an obvious meal which it will cause to decay and rot quickly (a turn per pound weight).
Its real threat is to Iron in blood—quickly infecting open wounds and the whole body with rotting fungi—reducing the Constitution at the rate of one per turn until constitution drops below three and death occurs. Only a wish can cure a victim of this fungus as it is immune to all else. It will also feed on Ironshroom.

Totem-shroom

EnvironmentDungeons, Caves, Mushroom Forests, Plane of DecayAlignmentNeutral
Armour Class6Hit Dice1*
Move0'Intelligence1
AttacksSpecialDamageSpecial
No. Appearing1 (10-100)Save AsNormal Human
Treasure TypeNilXP Value950
Morale12
Description:These are used by the lords of Decay to isolate a region of interest. The Totem-shroom serves as a symbol of insanity—hough non-magical in nature. Any looking upon them is driven mad (requires a charisma check to avoid madness).







Constrictor

EnvironmentDungeons, Caves, Mushroom ForestsAlignmentNeutral
Armour Class5Hit Dice5
Move90' (30')Intelligence1
Attacks1 SqueezeDamage1d10
No. Appearing1 (1-10)Save AsFighter: L3
Treasure TypeUXP Value175
Morale12
Description:What initially appears as a either a short mushroom or a Long Stalked Shroom will in proximity to a foe cause a root-like tail to erupt from the soil to entangle and squeeze the victim or in the case of the long stalk cause the upper half of the shroom to wrap around the victim. Either way the Shroom will constrict until the victim is nutrients. It is also possible that the constrictor will be travelling when encountered.
A Strength Roll to escape its grasp is required otherwise it will exert squeeze damage each round.

Touchmold

EnvironmentDungeons, Caves, Mushroom ForestsAlignmentNeutral
Armour Class9Hit Dice1 hp/square ft*
Move0'Intelligence1
AttacksSpecialDamageSee below
No. Appearing1(1)Save AsFighter: 1L/8 square feet
Treasure TypeNilXP Value6
Morale12
Description:This leathery yellow mould patch can often be found growing in moist conditions on wood or stone. Its insidiousness is its curse—any fool touching this patch of mould will be marked for life. Fungi of all types will go out of their way to respond with hostility toward the Victim.







Hack & Slash 

On a Yellow Dingo's Fungus Guide XI-XV

A long time ago, a blogger, Yellow Dingo posted many weird and wonderful things. Sadly (s)he is no longer with us. The best work by yellow dingo was a series on weird and dangerous fungus that was posted to his blog.. Sadly, that blog is now lost, to a spammer. However, some members of our community managed to save that information. In the spirit of archival and rejuvenation, I am without permission (and with no charge to my patrons), reposting that wonderful series here on this blog. All writing and art is credit to the original poster at Yellow Dingo. All fungus statted up for Labyrinth Lord, but easily convertable to any system from Original Dungeons and Dragons to 5th Edition. Anyone who feels strongly that this is a bad (or good) idea, feel free to contact me with your concerns. My personal hard drive and OSR back channels are not nearly as resilient as the cloud. Enjoy. From the defunct Yellow Dingo Appendix blog:


A Guide to Dangerous Fungi XI-XV


Devourer

EnvironmentDungeons, Caves, Mushroom ForestsAlignmentNeutral
Armour Class8Hit Dice2*
Move20' (7')Intelligence2
Attacks1-4 TentaclesDamageParalysis
No. Appearing1 (1-4)Save AsFighter: L2
Treasure TypeAXP Value25
Morale12
Description:Often encountered as a large mushroom atop a pile of dead and rotten things they will attack with their tentacles, paralyse a target, and wait on the corpse until the corpse rots into nutrients. When a Devourer leaves a Fungi Mound it is to seek a new food leaving behind a spore bed from which new offspring will germinate.




Faerie Ring

EnvironmentForests, WoodlandsAlignmentNeutral
Armour Class9 - 2Hit Dice1* - 8*
Move0'Intelligence1
AttacksSpecialDamageSpecial
No. Appearing1 (1)Save AsFighter: L1-L8
Treasure TypeA (1*HD)XP Value13/25/50/125/300/500/950/1200
Morale12
Description:The really big and old ones are known as Stone Circles. The smaller faerie ring is none the less a dangerous foe. They both gate anyone entering the circle of fungi into the pocket dimension from which the fungi emerged. Arriving in what appears to be a colossal subterranean chamber they are left to die and break down into food for the fungi. Having accumulated many victims they can be filled with centuries of treasure.
Fairy races will use these pocket planes to create a fairy realm. If killed the gate to the pocket plane closes permanently. The Pocket plane will contain considerable wealth of previous victims if the current victim can only escape with it (a wish or gate spell should do the trick).

Strangling Horror

EnvironmentAt night or any dark placeAlignmentNeutral
Armour Class6Hit DiceAs Summoner (or previous form)*
MoveCloud of Spores: 300' (100')IntelligenceSee below
AttacksSpore Cloud or ClawsDamageSpecial/3d6+4/3d6+4
No. Appearing1 (1)Save AsFighter: LX
Treasure TypeAny Guarded or NilXP Valuedetermine as for summoner or previous form
Morale12
Description:Usually summoned from its Plane of Decay with a Gate Spell to guard an object, or place for a specified time, or hunt a victim by some powerful wizard this fungi has two forms: As a huge cloud of Spores it may travel great distances at incredible speed and the choking cloud can infect any victim with spores – forcing the victim to make a save vs. disease or turn into a strangling demon in 10 days. Only a Wish will reverse this prospect. DMs not prepared to have their PCs become a Strangling Horror should fudge any failed saving throws.
As a Humanoid it is ten feet tall and has incredible physical strength - 23 and dexterity - 18 (other stats are as its summoner or the stats of the previous life if spore infected) and solidifies into this form with hands around a victim’s neck from spore cloud form as it always takes surprise. It is however vulnerable to a combination of Silver and Fire in humanoid form – and invulnerable to non magical attack in cloud form.
It is because of its ability to infect others that only the most insane wizard will risk summoning a strangling horror – damn the risks of opening a beach-head for otherworldly fungi.

Hammerhead

EnvironmentCaves, Fungi ForestsAlignmentNeutral
Armour Class5Hit Dice3
Move0'Intelligence1
AttacksBludgeonDamage2d8
No. Appearing1-4 (10-100)Save AsFighter: L3
Treasure TypeSXP Value35
Morale12
Description:This fungi will attack any in 5-10 feet range with a bludgeoning head with the intent of killing their prey. Hammerheads will pulverize even large skeletal remains leaving no evidence as to how they get nutrients.






Holy Water Sprinkler

EnvironmentFungi ForestsAlignmentNeutral
Armour Class-5Hit Dice6*
Move0'Intelligence1
AttacksSpecialDamageSee below
No. Appearing1-4 Sprinklers (1)Save AsFighter: L6
Treasure TypeSXP Value500
Morale12
Description:This fungus does not sprinkle holy-water; rather it sprinkles flammable oil which explodes as a 5d6 Fireball when exposed to an open flame as prey approaches within its range. The oil sells at a hundred gold pieces per undischarged sprinkler to Alchemists and Wizards.




Spirax

EnvironmentCaves, Mushroom ForestsAlignmentNeutral
Armour Class2Hit Dice2
Move0'Intelligence1
AttacksEntangleDamage1d10/round
No. Appearing1(1)Save AsFighter: L2
Treasure TypeVXP Value20
Morale12
Description:This appears to be a large conical seashell however when any prey approaches within ten feet it will uncoil and attempt to tangle its prey. It will then proceed to coil back up crushing the victim in an attempt to drink the prey for nutrients.




Banished Ones

EnvironmentCaverns, Fungal Forests, Plane of Decay, SwampsAlignmentChaotic (Neutral)
Armour Class-2Hit Dice20**
Move10' (3')Intelligence23
AttacksClawDamage1d4 + Poison
No. Appearing1 (1)Save AsFighter: LX
Treasure TypeAXP Value5,975
Morale12
Description:The M’aal Toroc is a 20’ tall shroom with a 10’ diameter cap are horrors that crawls about on small crab-like legs. These legs are coated in a poison which will result in death of any who is scratched by one (and fails to save vs. poison).  Having fled the Plane of Decay (or in the case of those that are Druids – having been banished for heresy) these Sentient Fungi are mostly Chaotic Magic-users of 20th level or better (1% are Neutral Druids who chose to worship Nature).



Coffinscrew

EnvironmentDungeons, Caves, Fungi ForestsAlignmentNeutral
Armour Class9Hit Dice1 hp*
Move0'Intelligenceasdf
AttacksAgeDamage1 year
No. Appearing1-10 (1-100)Save AsNormal Human
Treasure TypeAXP Value6
Morale12
Description: These nasty fungi will when their prey is within ten feet begin to twist—aging a single victim by one year.  Once a year has been taken from a victim the shroom will twist its cap off and die becoming spore for the next generation. While a year may not seem much of a loss multiple shrooms could age even a dragon to death.




Wharts

EnvironmentDungeons, Caves, Fungi ForestsAlignmentNeutral
Armour Class5Hit Dice1/2
Move0'Intelligence1
AttacksExplodeDamage2d6
No. Appearing1-10(0)Save AsNormal Human
Treasure TypeNilXP Value5
Morale12
Description:These fungi sacks grow to one foot in diameter on the walls of Dungeons and caves. When they detect heat within ten feet or are attacked they explode releasing spores for the growth of the next generation.  Kobolds like to scrape them off the walls with ten foot poles and run with them at adventurers like a hornet hive on a stick.






Hack & Slash 


On a Yellow Dingo's Fungus Guide VI-X

A long time ago, a blogger, Yellow Dingo posted many weird and wonderful things. Sadly (s)he is no longer with us. The best work by yellow dingo was a series on weird and dangerous fungus that was posted to his blog. Sadly, that blog is now lost, to a spammer. However, some members of our community managed to save that information.

In the spirit of archival and rejuvenation, I am without permission (and with no charge to my patrons), reposting that wonderful series here on this blog. All writing and art is credit to the original poster at Yellow Dingo. All fungus statted up for Labyrinth Lord, but easily convertable to any system from Original Dungeons and Dragons to 5th Edition. Anyone who feels strongly that this is a bad (or good) idea, feel free to contact me with your concerns. My personal hard drive and OSR back channels are not nearly as resilient as the cloud. Enjoy.

From the defunct Yellow Dingo Appendix blog:

Blackwheat

Environment:Caves, Dungeons, Fungi Forests, SwampsAlignment:Neutral
Armour Class9Hit Dice1/2
Move0'Intelligenceasdf
AttacksHallucinatory PollenDamageSee description
No. Appearing1-4 stalksSave AsNormal Human
Treasure TypenilXP Value6
Morale12
Description: Blackwheat is rather poisonous in that it will release hallucinatory Pollen that will cause anyone who approaches within fifty feet and fails to save vs. poison to see terrible things for as long as they continue to fail a daily save vs. poison check. Victims of Blackwheat might become enraged or violent out of fear at what they are seeing.






Goilroot

Environment:Caves, Dungeons, Fungi ForestsAlignment:Neutral
Armour Class2Hit Dice4
Move0'Intelligence2
Attacksup to six spinesDamage1d6/spine + 1 hp/spine/round
No. Appearing1-6Save AsFighter: L4
Treasure TypeNilXP Value75
Morale12
Description: Goilroot is found hanging from the ceiling of caves and dungeons. The Fungi will sense the approach of any foe and when they are beneath the goilroot it will erupt into violence causing spines to grow at an impossible rate downward through the foe (even armoured) seeking moisture from the victim’s body. Unless the victim is freed quickly and healed they will die. Once done drinking the victim dry the spines will break off allowing the fungi to begin again as a stubby root cluster growing from the ceiling.

Horns of Aeroth

EnvironmentLiving HostAlignmentChaotic
Armour Class3Hit Dice4*
MoveAs HostIntelligence1
AttacksSpecialDamageAs Host
No. Appearing1 Pair per HostSave AsFighter: L4
Treasure TypeNilXP Value125
Morale12
Description:The Horns of Aeroth are fungi which grow from the skull of the victim. They have a nasty side effect in that they will force the victim to make a charisma check every time he/she is insulted. A fail to save results in a temporary shift to chaotic alignment and the victim will fly into a violent rage attacking the source of the insult. The alignment shift will remain until the source of the insult is dead (Basically little Timoth better mind his tongue when the demon horned man walks by).


Shadowshroom

EnvironmentCaves, Dungeons, Fungi Forests, Heavy ForestsAlignmentNeutral
Armour Class8Hit Dice5*
Move0'Intelligence1
AttacksSpecialDamageSee description
No. Appearing1 (1)Save AsFighter: L5
Treasure TypeAXP Value300
Morale12
Description: Anyone foolish enough to make physical contact with this shroom will lose levels at the rate of one per round until they reach zero. The Victim then becomes a shadow which is tied to the Shadowshroom that turned him/her/it into a shadow.
A Shadowshroom will have 0-3 previous occupants who can attack any foe entering within ten feet of the shadowshroom.
The Shadowshroom can only house up to three shadows—old victims will be ejected and be able to wander freely in order to make way for a new victim.

Tumblebriar

EnvironmentCaves, Dungeons, Fungi ForestsAlignmentNeutral
Armour Class8Hit Dice1
Move60' (20')Intelligence3
AttacksSpecialDamageSpecial
No. Appearing1-100Save AsFighter: L1
Treasure Type(as victim)XP Value3
Morale1 (12)
Description:The Tumblebriar is the epitome of strength in numbers. One briar alone will simply flee any attempt to kill it but larger numbers will gather and attack the only way they can—by snagging on loose clothing or fur until the opponent is immobilized. They then wait until the prey dies of hunger and becomes nutrients.





Krabbes

EnvironmentAny at night, Any subterraneanAlignmentNeutral
Armour Class7Hit DiceAs Fungi Total*
Move20' (7')Intelligence1
Attacks1 Bite + SpecialDamage1d4 + Spore
No. Appearing1 (2-5)Save AsAs Fungi Total
Treasure TypeNilXP Value6xp  / fungi total
Morale12
Description:Krabbes serve as the spore bed for future fungal colonies and might be encountered anywhere. Made up of 3-6 types of immature fungi and spore, the Krabbes is a little mister bitey looking to infect anyone it can take a bite out of as it travels outward to create new colonies.



Puffball

EnvironmentCaves, Dungeons, Mushroom ForestsAlignmentNeutral
Armour Class8Hit Dice1 hp
Move20' (7')Intelligence1
AttacksCrush/ExplodeDamage1d4 / 3d6
No. Appearing1 (1-10)Save AsNormal Human
Treasure TypeNilXP Value6
Morale12
Description:A Puffball will roll around its environment but will not actively pursue prey. Any Damage will result in an explosion of air and fungus spore inflicting 3d6 damage to everyone in a fifty feet radius. Victims of an explosion will need to save vs. Disease or become host to a Puffball growing in their stomachs causing bloating. Death is certain but may be averted by a cure disease.




Brainspider

EnvironmentLiving HostAlignmentChaotic
Armour Classas hostHit Diceas host
Moveas hostIntelligence17
Attacksas hostDamageas host
No. Appearing1 per hostSave AsFighter: LX
Treasure TypeNilXP Valueas host
Morale12
Description:The Brainspider will grow out of the top of the skull forcing its way to the surface through cracks in the bone. It exerts considerable influence over the host and poses a significant threat to others as it has the ability to take control of the host when it’s survival is concerned.
The things that look like legs of the spider are in fact numerous feeding tubes through which the fungi breaths air. Any attempt to damage the brain spider or the host will result in violence. Its removal requires a death spell and cure disease.
Fully grown (a year old) the Brainspider simply lifts itself out of the skull – brain and all – abandoning the host corpse.


Faerie Wings

Environmentliving hostAlignmentas host
Armour Classas hostHit Diceas host
MoveFly 60'(20')Intelligenceas host
AttacksSpecialDamageSpecial
No. Appearing1 pair per hostSave AsSee Description
Treasure Typeas hostXP Valueas host
Moraleas host
Description:The fine membrane grows from the shoulders of the infected host. While it grants the great boon of flight, it is a prize that comes at a cost. For anyone larger than a brownie, every time the infected takes flight the wings glow with a poisonous light that slowly kills the host (-1 constitution) causing the victim to vomit blood. This will continue to reduce the host’s constitution until it drops below three at which death will occur.
Faerie wings can only be removed by a wish.

Fireshroom

EnvironmentDungeons, Caves, Fungi ForestsAlignmentNeutral
Armour Class9Hit Dice1 hp*
Move0'Intelligence0
AttacksSpecialDamageSpecial
No. Appearing1 (1)Save AsNormal Human
Treasure TypeNilXP Value6
Morale12
Description: This little mushroom gives off a faint blue gas which when presented with an open flame will burn like a firestorm through the atmosphere of all the accessible parts of the dungeon feeding on the very air as the source of fuel. Fortunately it requires considerable atmospheric pressure so will not burn the air in dungeons above a hundred feet deep.
Fireshroom are sometimes found at the bottom of wells causing a pool of fire to burn where the atmospheric pressure is high.


Monk's Halo

Environmentliving hostAlignmentas host
Armour Classas hostHit Diceas host
Moveas hostIntelligenceCollective intelligence (1/host)
Attacksas hostDamageas host
No. Appearing1 per hostSave AsFighter: LX
Treasure Typeas hostXP Valueas host
Morale12
Description:This odd fungus seems harmless enough as it simply grows as a ring of glowing fungi about the skull of its host, but it is its ability to connect the brains of the infected when in sight of one another has seen many monks actively seek infection through consumption of the fungus. Entire monastic orders are known to have been infected.
It is uncertain what the collective agenda this fungi has but an increasing number of Monks have become vocal in political circles. This spreading heresy has not gone un-noticed by the Church.


Deadwood

EnvironmentForestsAlignmentNeutral
Armour Class4Hit DiceAs height of host tree (in feet)
Move2' x height of host tree (in feet)Intelligence1
Attacks1-4 Strangling RootsDamageAs height of host tree (in feet)
No. Appearing1 (100-1,000)Save AsFighter: Level as height of tree (in feet)
Treasure TypeNilXP ValueVaries
Morale12
Description: This looks like a dead tree with some sort of large black growths all over it. The Fungi animates the old tree causing it to move about on its roots and attack animals and other living creatures in an attempt to drink them for nutrients needed to maintain the fungi and its host tree.  There are rumours of a wandering wood of dead trees that descends on rural farms and consumes the stock and farmers before moving on. Legend has it the Bough of Deadwood is looking for revenge.



Forest Guardian

EnvironmentFungi ForestsAlignmentChaotic or Neutral
Armour Class7Hit Dice8*
Move30' (10')Intelligenceasdf
Attacks2 Fists + Miasma BreathDamage4d6/4d6/Special
No. Appearing1-10Save AsFighter: L8
Treasure TypeNilXP Value1,200
Morale12
Description: This ten feet tall fungal aberration is a conglomeration of pretty much every fungi type into a single collective organism capable of surprising intelligence and power. It dominates the forest because it shares a link with the fungi forest that spawned it.
Perhaps most terrifying is the hallucinogenic miasma that it breathes out (functioning as a hallucinatory terrain for any fool who engages in melee with a forest guardian at a -4 save vs. Poison penalty).




Hack & Slash 




On a Yellow Dingo's Fungus Guide I-V

A long time ago, a blogger, Yellow Dingo posted many weird and wonderful things. Sadly (s)he is no longer with us. The best work by yellow dingo was a series on weird and dangerous fungus that was posted to his blog.. Sadly, that blog is now lost, to a spammer. However, some members of our community managed to save that information.

In the spirit of archival and rejuvenation, I am without permission (and with no charge to my patrons), reposting that wonderful series here on this blog. All writing and art is credit to the original poster at Yellow Dingo. All fungus statted up for Labyrinth Lord, but easily convertable to any system from Original Dungeons and Dragons to 5th Edition. Anyone who feels strongly that this is a bad (or good) idea, feel free to contact me with your concerns. My personal hard drive and OSR back channels are not nearly as resilient as the cloud. Enjoy.

From the defunct Yellow Dingo Appendix blog:

A Guide to Dangerous Fungi I-V


Death-Kap

EnvironmentCaves, Dungeons, Fungi ForestsAlignmentNeutral
Armour Class7Hit Dice4
Move20' (8')Intelligence1
Attacks2 Tentacles / 1 BiteDamageGrapple / 1d6 + Special
No. Appearing1Save AsFighter: L3
Treasure TypeNilXP Value75
Morale12

Description: Also known as the Cave Kraken, these large fungi come with heavy root like appendages extending from the trunk of the plant. Any foe entering within ten feet of the plant will be grappled by two of the tentacles (or one tentacle each if two or more foes can be attacked at once). A beak exists under the cluster of limbs which when a grapple is successful (any successful hit roll against the target) the Death-kap will bite – infecting the victim (save vs. poison) with spore that will germinate in 7-10 days as a new Death-kap (killing the victim).

Colossal Death-kap: These are known to exist in fungi forests in huge numbers and are often mistaken for trees though their prey is more on the scale of giants and dragons.


Eye-Stalkers

EnvironmentOther living hostsAlignmentasdf
Armour Class9Hit Dice1 hp / eyestalk
Move0'Intelligence1
AttacksnilDamageSpecial
No. Appearing1Save AsNormal Human
Treasure TypenilXP Value6
Morale12
Description: These fungi are parasitic in nature and will infect any open wound as spores growing into a mature eyestalk at the rate of one per week connecting into a host’s neural network and functioning as an actual eye. The host will eventually die after a number of eyestalks equal to his/her/its hit-points have grown to maturity. The infestation can be removed by fire and remove disease and remove curse though it will leave the victim blinded for many days until the brain gets used to decreased neural transmitter activity. This particular fungus is capable of functioning with the Oozers as their ‘eyes’.

Oozers

EnvironmentCaves, Dungeons, Fungi ForestsAlignmentNeutral
Armour Class9Hit Dice1 hp
Move0'IntelligenceIndividual (1), Collectively (2-100)
AttacksOozeDamageSpecial
No. Appearing1-100Save AsNormal Human
Treasure TypenilXP Value6
Morale12
Description: These fungi are unusual in that even though they are individually weak they are a collective intelligence. Depending on the scale of intelligence they are as smart as a door-knob or as brilliant as an Immortal.
The Ooze they give off is a mind control agent on par with a mass charm spell. As a consequence they have the ability (depending on parallel neuron capacity) to manipulate an entire region by simply infecting victims with ooze (save vs. spell). The needs of the plant are very specific— survival—and given the capacity of these particular fungi to infect and control other host are capable of being the BBEG that most Adventurers are incapable of comprehending.


Stalker

EnvironmentFungi ForestsAlignmentNeutral
Armour ClassMushroom: 4
Body:-8
Hit Dice4-7
Mushroom: 8-14 hp
Body: 32-59 hp
MoveBurrowing 30' (10')Intelligence1
AttacksBiteDamage1d6xHD
No. Appearing1(1)Save AsFighter: L4-7
Treasure TypeIXP Value75, 175, 275, 450
Morale12
Description: Officially it isn’t a Fungi, it only looks like one. It is actually a kind of giant worm with teeth. The four to seven foot tall ‘Mushroom’ is a lure/mouth with bone teeth which is pushed to the surface by the worm in order to breathe and feed on prey.
When prey enters within fifty feet of the ‘mushroom’ the trunk of the mushroom stretches out to fifty feet and the mouth takes a bite out of the target. A successful hit will swallow anything up to Halfling size.


Smudger

EnvironmentCaves, Dungeons Fungi ForestsAlignmentNeutral
Armour Class8Hit Dice1/2*
Move20' (7')Intelligence2
AttacksSpecialDamageSee Description
No. Appearing1 (1 mature and 1-10 immature)Save AsFighter: L1
Treasure TypeNilXP Value6
Morale12
Description: They may look like cute little mushroom people about a foot tall but they are nasty little buggers. They like to rub themselves against any adventurers (or other prey) swanning through their habitat coating their prey in an attractant that will draw aggressive species to the target in a frenzied attack (ML12, +2 Hit Roll Bonus). They then lay spores in the carcass which germinate into 3d4 new Smudgers. Outdoors/Fungi Forest the Attractant will draw predators to the victim from up to a mile away so the DM may consider any encounters with attracted predators to be at maximum population.


Fairy Lights

EnvironmentOther living hosts, Mushroom Forests, Caves, DungeonsAlignmentChaotic
Armour Class9Hit Dice1/2*
Move0'Intelligence1
AttacksSpecialDamageSpecial
No. Appearing1Save AsNormal Human
Treasure TypeNilXP Value6
Morale12
Description: These annoying glowing fungi charm Pixies in large numbers (as Mass Charm spell) and cause the Pixies to act as a chaotic alignment.









Lightning Brush

EnvironmentCaves, Dungeons, Mushroom Forests, Heavy ForestsAlignmentNeutral
Armour Class9Hit Dice1 hp/stalk
Move0'Intelligence1
AttacksLightning DischargeDamage1 hp/stalk
No. Appearing1-100 stalksSave AsNormal Human
Treasure TypeNilXP Value6 xp/stalk
Morale12
Description:  These Amber stalks will discharge a lightning bolt through any foe within one hundred feet. They take a day to recharge before a second electrical strike can be discharged. Outdoors: A huge lightning brush can be mistaken for a dead tree and will kill all other trees out to a hundred feet radius with its lightning creating a region of ‘lightning-struck’ trees.



Monarch's Crown

EnvironmentOther living hostsAlignmentAs Host
Armour ClassAs HostHit DiceAs Host
MoveAs HostIntelligence2x host
AttacksAs HostDamageAs Host
No. Appearing1Save AsFighter: LX
Treasure TypeAs HostXP ValueAs Host
MoraleAs Host
Description: Monarch’s Crown is in fact the final stage of these fungi. The victim having been infected with spore has experienced loss of bone and marrow as the fungi uses it to grow the crown from the victim’s skull. Unfortunately the victim develops a need to suck the marrow from bones of freshly killed victims and should he/she/it be exposed to sunlight will germinate into spores as though the whole body was a spore pod. Not even killing the Host will kill these fungi.
The Monarch’s Crown has one advantage – it doubles the existing intelligence of the victim. Consequently some subterranean cultures deliberately infect their ruling class with the Monarch’s Crown.



Death's Hand

EnvironmentOther living hosts, Dungeons, Caves, Fungal ForestsAlignmentNeutral
Armour Class9Hit Dice1
Move15' (5')Intelligence1
AttacksSpecialDamage1d6/round
No. Appearing0 (1)Save AsFighter: L1
Treasure TypeAs HostXP Value13
Morale12
Description: The Spores of these fungi are breathed in. It will then grow in the lungs until it can dig its way out in to the chest cavity and grab the heart which it will crush – feeding on the blood like a sponge - until the victim is dead. It will then rip its way out of the chest and find some place to plant itself until it goes to spore.






Miasma Tree

EnvironmentCaves, Fungal Forests, Green Dragon LairsAlignmentNeutral
Armour Class8Hit Dice1*
Move0'Intelligence2
AttacksUp to six branches / Poison CloudDamage1d6 per branch / Special
No. Appearing1-10 (1-100)Save AsFighter: LX
Treasure TypekXP Value13
Morale12
Description: Also known as the Miner’s Tree, these fungi will bludgeon any foe who damages the gas bladder. The Gas Bladder in its branches is how it absorbs poisonous gasses found in deep dungeons crystallizing them into gemstones and refined metals of highest purity.
Green Dragons keep these in order to farm their own poisonous gasses into gems and precious metals. Rupturing the gas bladder requires a save vs. poison or death ensues.



Web of Som

EnvironmentDungeons, Caves, Mushroom ForestsAlignmentNeutral
Armour Class9Hit Dice1/2*
Move0'Intelligence17
AttacksSpecialDamageSpecial
No. Appearing1 (1)Save AsNormal Human
Treasure TypeNilXP Value6
Morale12
Description: This white fine fungal web can be found growing in pretty much any cave, dungeon or subterranean wilderness.
It has the ability to analyse environmental changes and counter them with Weather Control (as the spell). If a warm body of a PC is detected (raising the temperature of the room) it will counter the temperature increase with cold. A fireball spell will be countered with an ice storm out of nowhere followed by a tornado to bring in non toxic air.


Goblin's Mother

EnvironmentMushroom Forests, Caves, DungeonsAlignmentNeutral
Armour Class9Hit Dice7*
Move0'Intelligence0
AttacksSpecialDamageSpecial
No. Appearing1 (1-100)Save AsFighter: LX
Treasure TypeNilXP Value850
Morale12
Description: This large ‘cup’ is filled with primordial ooze from which Black Goblins are born at the rate of one an hour. This mushroom is very popular with fiends that dwell in the deepest cavers who are raising an army of black goblins as their minions.  Black Goblins are a lot like Kobolds except they have no fear (12ML) and can move twice as fast.



Hob's Nail

EnvironmentCaves, Dungeons, Fungal Forests, Heavy ForestsAlignmentNeutral
Armour Class2Hit Dice1*
Move0'Intelligence1
AttacksSpecialDamageSpecial
No. Appearing1Save AsNormal Human
Treasure TypeNilXP Value13
Morale12
Description: Also known as the Coffin Nail, his iron-like purple ‘shroom’ will cause undead who have been destroyed by a cleric to return to the world of undeath. Some intelligent undead (vampires, lich, etc.) will cultivate the fungi for the purpose of a second chance at undeath although few are willing to become the ‘minion’ of a mushroom for the centuries it takes the ‘shroom’ to produce offspring and become an Odic. Elves can use it to return as Banshee.



Hack & Slash