KING
Myconid Adult

Myconid Adult

Plant · no Crown (Neutral)

T1d4Minor

Spore pacifists, myconid adults report to sovereigns, clouds pacifying.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 9  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC99 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind14--
Sense16--
Heart14--
Cunning6--
Fate12--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Spellcasting (spore-song)

Its magic is exhaled rather than spoken, drifting spores carrying its will to any lung within the colony's reach.

Passive

Sun Sickness

While in sunlight, disadvantage on attacks and ability checks.

Maneuvers

Maneuver

Rapport Spores

Release spores in a 20 ft radius; creatures caught in them can share thoughts silently for 1 hour.

Maneuver

The Drowsing

Spores of honeyed sleep drift over a 15 ft space. Each creature there makes a Body save (DC 11) or is stunned 1 round; on a success it takes 1 Vigor damage.

Tactics

GM tactics

Prefers peace. Uses Rapport Spores to communicate. Only uses The Drowsing in self-defense. Sends spore-word through the colony the moment it is threatened.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 2 kills it outright, and a single blow of 2 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.