Myconid Sovereign
Plant · no Crown (Good)
T3d8Minor
Fungal elemental hybrids, myconid sovereigns spore pacifism, groves of peace.
Tier 3 · Role Minor · Pool Vigor 3 (+3 overflow) · AC 10 · ATK +4 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | - | - |
| Mind | 12 | - | - |
| Sense | 16 | - | - |
| Heart | 12 | - | - |
| Cunning | 8 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Rapport Spores
Creatures within 20 ft can speak mind to mind through the sovereign's spore network.
Sun Sickness
Takes 1 Vigor damage when it starts its turn in direct sunlight.
Maneuvers
Pacifying Spores
One creature within 10 ft makes a Heart save (DC 15) or loses all desire to fight and can take no hostile action, save ends. Taking damage ends the effect.
Hallucination Spores
One creature within 20 ft makes a Mind save (DC 15) or is dazed, wandering the sovereign's grove as a remembered paradise, save ends.
Tactics
GM tactics
Prefers peace. Uses Pacifying Spores to end fights nonviolently. Hallucination Spores as a last resort to incapacitate intruders. Never initiates combat, and never pursues beyond its grove.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
- A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
- 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 6 kills it outright, and a single blow of 6 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Two attacks in a normal turn: Tier 3+ Minors get a second.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.