Myconid Sovereign Solitary, Large, Organized, Intelligent, Amorphous
Fists (d12 damage) 16 HP 1 armor
Special Qualities: Reanimation Spores, Telepathic Spores

New tasks were given to the fungus ones as they grow older. Sprouts work as hands for their respective elders, assisting with daily chores, and responsible for releasing distress spores if hostiles approached. Normal adults do most of the basic work. Elders were responsible for supervising the work of other myconids.By the time they are 20 a single myconid in a community could undergo a great change in size, becoming much larger and transforming into sovereigns or lords through a special regiment process if a community leader is needed. Every myconid community has its population under careful control. All older members are its leaders who administrate and advise the myconid king, the only entity above them. Leaders and kings preferred to lead from the back, only joining into combat if they believed their community to be in actual danger. To be a sovereign was the most dreaded position within the myconid community, seen as practically a punishment. Because the myconid sovereign was tasked with being objective to the circles and administrating their duties, it could not become part of a circle, and could never again meld with those of its tribe. The duties of the king include the creation of spore zombie servants so that the myconids can remain pacifistic, the coordination of work schedules and the production of useful fungal magical potions. Spore zombies resemble normal zombies but are nonmagical constructs controlled by the myconid leader to defend the colony and can not be turned by a cleric. Instinct: Protect Colony

  • Rule myconids
  • Summon spore zombies
  • Create spore zombies
Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.

Created by: Marcus