Sunday, 12 July 2015

Phycomid - CR 3

As you may have gathered, I have a real world love for fungi, and as such, adore all the various fungi monsters that have appeared in D&D over the years. One that seems to get looked over quite a bit is the Phycomid - a lump of slimy gunk with acid spitting mushrooms growing from it. The  Paizo description for them is by far my favorite, painting these things as truly repugnant and dangerous, and I would encourage you to check it out before you use them.

Anyway, here we go! My 5e Phycomid.


Phycomid – Small Plant
(Unaligned)


A.C. 10 (Natural Armour)
Hpts: 99 (18d6+36) [52 - 144]
Speed: 10' (Forestwalk)
Initiative: +2
Proficiency Bonus: +2

Str: 4 (-3) Dex: 14 (+2) Con: 15 (+2) Int: 3 (-4) Wis: 5 (-3) Cha: 6 (-2)

Saving Throws:
Constitution +2
Skills: Stealth +4 (Fungoid Form)

Damage Resistances: Acid, Poison
Condition Immunity: Frightened, Prone, Sleep; Lacking Imagination
Damage Vulnerability: Radiant

Senses: Blindsight 60' (Blind Beyond) ; Passive Perception: 7

CR:
3 (700 xp)

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Forestwalk: The Phycomid ignores difficult terrain caused by trees, bushes or other natural features found in a forested area, even if they are not caused by nature.

Fungoid Form: The Phycomid gains advantage on checks to pass as innocuous fungi in an environment typical for such things.

Lacking Imagination:
The Phycomid is immune to all Illusion spells and effects.

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Multiattack:
Phycomid makes two Digestive Spume attacks.

Digestive Spume: Ranged attack; Range 50'; One target; +4 to hit; Hit: 22 (4d10) Acid damage and target must make a D.C. 12 Constitution saving throw, or begin to lose 1 point of Constitution at the start of each of their turns (Save at end of each turn ends). This is a disease effect. Those killed by the disease immediately begin to rot, and in 1d6+6 hours time become a new Phycomid. A Remove Affliction or similar can also stop the ongoing Constitution loss.



Err.....you need a spot of cream on that I think...

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