Fungus Man (3pp)

Fungus Man CR 2

XP 600
N Small plant
Init +2; Senses low-light vision; Perception +9


AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 16 each (3d8+3)
Fort +4; Ref +3; Will +2
DR 5/slashing or piercing; Immune poison, plant traits, Resist cold 5
Weaknesses vulnerable to fire


Speed 20 ft.
Melee slam +5 (1d3–2)
Special Attacks spore cloud


Str 6, Dex 15, Con 13, Int 9, Wis 12, Cha 10
Base Atk +2; CMB +3; CMD 11
Feats Agile Maneuvers, Skill Focus (Perception), Weapon FinesseB
Skills Perception +9, Stealth +10


Spore Cloud (Ex)

Once per round as a standard action, a fungus man can release a cloud of noxious spores. All living creatures within 5 ft. must make a DC 12 Fortitude save or become nauseated for 1d4+1 rounds. The save DC is Constitution-based. This is a poison effect, and once a creature successfully saves it is immune to the spore cloud of that particular fungus man for 24 hours.


Environment underground
Organization pod (4–16), branch (17–30), colony (30+, plus a fungus man king)
Treasure incidental

These small, non-aggressive plant-men appear to be mobile toadstools, with brightly colored caps, stubby arms and thick, trunk-like legs. They do not speak, but they hold up their hands in a sign of peace or supplication.

Fungus men are an extremely peaceful and easy-going race of intelligent plants. They are bipedal, in a squat, humanoid fashion. The fungus men are sexless, and reproduce by means of spore clouds. They lack the appendages for fine manipulation of objects, but are quite dexterous in their own way. The fungus men are fiercely loyal to their fungus man king, and attack immediately if it is threatened.


Fungus Man King

Section 15: Copyright Notice

Rappan Athuk Copyright 2012 Bill Webb, Frog God Games

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