Tuesday, February 11, 2014

New Monster: Fungal Scion of Negalu

Oh they are going to hate me...  so much.  

Fungal Scion of Negalu

Hit Dice: 4+4
Armor Class: 11
Attacks: 1 weapon (1d6 + weapon modifier) or spores of influence (special) or rotgun (1d10 + special)
Saving Throw: 13
Special: Spores of influence, infestation, rotgun
Movement: 9
CL/XP: 6/400

The fungal scions of Negalu are tall, lanky folk that are much more plant than man.  Native to the Green Moon, also called Negalu by Antediluvian sages and natives, they control a handful of powerful city-states in the Fungal Forests near the moon's equator.  They have a fascistic government, and leaders of the city-states are autocratic as a whole - their dictates are law.  One supreme leader rules over them, and often decides the direction of the leaders' decrees.  Other natives of Negalu steer clear of the fungal scions, due to their well-earned reputation as merciless slave-takers.  The scions' use of spores to affect the minds of their victims helps, rightly, to perpetuate this fear.  The Negalu-men are their primary rivals when it comes to territory and expansion, and a constant state of war exists between the two races, the Negalu-men raiding from above in their sky-ships, and the scions enslaving them at every turn.

Three times per day a fungal scion can emit a cloud of spores from its mouth that affects a 20' radius and lingers for 1d4 rounds.  Any living creature with above animal intelligence that enters this space and fails a saving throw will inhale these microscopic spores.  Affected creatures can be commanded by the fungal scion who released the spores, and there is no limit to the quantity of thralls he may command.  Commands that are obviously harmful to the victim, such as a command to inflict harm on the victim's self, receive another save at a +3 bonus, success indicating that the command influence is broken and the target is free.  Commands to attack allies are generally followed, since the victim will view the scion as his ally instead, and will want to help it achieve its goals.  This control lasts for 1d10 days.  A new save is granted each day to break the spell of the scion's spores.  However, there is cumulative 5% chance per day that this control becomes permanent, broken only by the death of the fungal scion that initiated control.

A fungal scion can also release a special cloud of spores over a dead organic being the size of a typical man or larger.  The spores will begin to feast on the decaying body, and 1d4 days later, a new scion emerges, grown directly from the corpse the spores infected.  It will rise with full HD and all typical abilities of fungal scions.

Perhaps the most feared item, among many, that the fungal scions possess is the rotgun.  It is a missile weapon reminiscent of a modern day rifle, but is somehow alive.  Those who have touched one can verify that it seems alive in some way - in fact, they are grown by the scions, not made.  In fact, they cannot simply be picked up and used by those who are not infected or carrying the spores of the scions.  They shoot a thorned projectile not much bigger than a bullet.  Rotguns never run out of ammunition, since the projectiles they shoot are grown within the gun itself.  Once per round, a rotgun can be shot at a target, potentially dealing 1d10 points of damage.  If a target is struck by a rotgun blast he must make a saving throw in addition to the projectile's damage.  If the saving throw is failed, the projectile will begin to burrow itself deeper into the victim's body, dealing 1d3 points of damage per round.  Once this process begins, it can only be stopped by digging out the projectile with a sharp object (essentially battlefield surgery).  The Referee can determine the detrimental physical effects of this sort of surgery on the PC as he sees fit, but one method of resolution would be to allow a saving throw to determine success on the part of the surgeon, with a failure indicating he deals weapon damage to the injured party.

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