Galbrok Myconid

The slow moving and deliberately minded Myconids dwelling below Mount Craddock and his brothers were the first vistims of Galbrok's Mycocelium. They were quickly dominated, utterly and comletely at the whim and behest of their master, Galbrok.

SRD, with a litle fiddlin'

Galbrok Myconid CR: 5

Medium to Huge plant, nuetral/evil
Armor Class: 16
Hit Points: 90
Speed: 20 ft. , climb: 20 ft.

STR

18 +4

DEX

12 +1

CON

20 +5

INT

10 +0

WIS

14 +2

CHA

8 -1

Saving Throws: Str, Con
Skills:
Distress Spores:
When a deathcap myconid takes damage, all other myconids within 240 feet of it sense its pain.
Sun Sickness:
While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.
Damage Resistances: Magic, cold, acid, bludgeoning
Damage Immunities: Psychic
Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned
Senses:
Darkvision 120 ft., passive perception 10
Languages: Undercommon
Challenge Rating: 5 ( 1800 XP)
Proficiency Bonus: +2

At will:
Dominate Spores:
The myconid ejects spores at all Humans and Elves it can see within 20 ft. of it. The targets must make a DC16 constitution Saving Throw , or Dominated, as per the 5th Level Evocation spell.

3/day:
Slumber Spores:
The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 16 Constitution saving throw or be poisoned and unconscious for 1 minute. A creature wakes up if it takes damage, or if another creature uses its action to shake it awake.
Deathcap Spores
The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 3 rounds. While poisoned this way, the target also takes 10 (4d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions

Multiattack:
The myconid uses either its Deathcap Spores or its Slumber Spores, then makes a fist attack.
Fist:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (4d4 + 1) Bludgeoning damage plus (4d4)Poison damage.

Regional Effects

Spores emanate from these creatures in clouds, coating everything around them in a fine dust.

The mopey myconid colony that had been inhabiting the deeps of Tellus underneath Mount Craddock and his brothers were the first casualty of Galbrok's gruesome Mycocelium. He then took the hapless creatures, and with foul magics and Far Realm influence he changed them to his liking and purpose. They are utterly at his whim and command, opting to not even defend themselves unless commanded to do so.   Their appearance can only be described as 'fungal'; large, bipedal mushrooms with what we would call approximations of a face and arms. They emit spores that can cause different effects, and over the years there have evolved several different types of Galbrok Myconid. Their coloration can range from off white to brilliant reds and yellows. Some have patterns of spots, others are perfectly plain skinned, yet they all share that singular "myconid" shape and profile.

Suggested Environments

These poor bastards live wherever Galbrok tells them to, oftem just standing in one spot until they die, if they are forgotten about.

Basic Information

Genetics and Reproduction

They have been rendered sterile by Galbrok, who now clones them in a proprietary cloning solution.

Growth Rate & Stages

They can grow at an exceptional rate, and can also grow to a tremendous size, all depending on the amount of food they have available to them.   Galbrok's Tamarinds ensure a plentiful supply of discarded slops that Galbrok then feeds to the Myconids. It is a bleak but efficient process.

Ecology and Habitats

They will live wherever Galbrok tells them to, unfortunately for them.   Galbrok keeps a specimen of each type of myconid in a lab that he has built within his mountain lair.

Additional Information

Perception and Sensory Capabilities

These poor bastards can see up to 120' in the dark.

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