These sit at the bottom end of the level 5 encounter table and have a moderate encounter size making them sit in a middle ground for difficulty.
Basidirond (medium sized plant)
Basidironds are mobile fungoid monsters of orange colour with multiple stems for legs and an upward sloping cone shaped cap full of sooty black spores. The cap contains corrosive spores which the basidirond ejects on its prey. A successful hit inflicts acid damage and requires the victim to save vs. poison or asphyxiate due to spores clogging its respiratory tract. While asphyxiating but still conscious a -2 penalty on all attack, saving, and proficiency throws is applied to the victim. The victim will be rendered unconscious due to asphyxiation in 1d4+1 rounds, and die within a turn unless a cure is applied through magical or other means (eg. cure disease spell, healing proficiency or panacea chemicals).
Basidirond can also eject hallucinatory spores once per turn. Hallucinatory spores are ejected silently and form an invisible cloud centered around it with a 30" radius, the cloud is stationary and does not follow the Basidirond. Creatures within the cloud must save vs. poison or suffer from hallucinations. While suffering from hallucination the player is confused as per the spell of the same name, if they wish they can describe the nature of the hallucination that matches the effect on the confusion table. As long as the player is within the cloud they must continue to save, on exiting the cloud the hallucinations end after 1d4+1 rounds. The cloud lasts for 12 rounds but may be dissipated earlier in strong winds.
Objects such as breathers or other materials that protect from inhaling poisons render the victim immune to the asphyxiation effect of the corrosive spores and from the hallucinatory spores. Basidironds are immune to charm, sleep, and hold spells, to stunning, and to poisons not designed to work on fungi.
Notes
One special is from the plant quality. I was tempted to go higher hit dice but settled on a bigger bonus hp. The AC was set to the monster's hit dice and is one lower than the original.
I tried to mimic the asphyxiate on choking with a more realistic death time rather than a simple save or die.
Damage is low, poison makes up for it and as such I didn’t give this a full special. Combined with the spores I grant the second special.
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