Planars: Devil’s Veil Myconid (Patreon)
Content
Here continues the ongoing discussion and design of original planars, the various denizens of the multiverse, for Midgard—(by Scott Gable, Warlock Editor, with Meagan Maricle on edits).
And for our fourth walking fungus... the devil's veil! This myconid has developed a peculiar adaptation to radiant damage.
Devil’s Veil
Small plant, lawful neutral
Armor Class 15 (natural armor)
Hit Points 135 (18d6 + 72)
Speed 30 ft., climb 15 ft.
STR 12 (+1)
DEX 18 (+4)
CON 16 (+4)
INT 10 (+0)
WIS 11 (+0)
CHA 16 (+3)
Skills Perception +3, Stealth +7
Damage Resistances necrotic, poison
Damage Immunities radiant
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages understands Common, Myconid, and Undercommon but can’t speak, telepathy 120 ft. (with other myconids only)
Challenge 7 (2,900 XP)
Mycelial Drift. As a bonus action, the myconid can transport itself to a corpse within 30 feet of it, appearing as a rapidly deflating mushroom before inflating at the new location. The myconid can also transport itself to a myconid or undead creature in contact with the ground and that has flesh, growing harmlessly from the creature’s body and detaching into a space within 5 feet of it.
Myconid Immunity. The myconid is immune to the detrimental effects caused by other myconids’ spores and mycelium.
Radiant Absorption. Whenever the myconid is subjected to radiant damage, it takes no damage, and instead it regains a number of hit points equal to the radiant damage dealt and increases in size as the enlarge/reduce spell. The myconid returns to normal size after 1 minute or once it takes cumulative damage equal to the hit points gained from the radiant energy.
ACTIONS
Multiattack. The devil’s veil myconid either makes three slam attacks. When its Mycelial Barrage is available, it can use the barrage in place of one slam attack.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) necrotic damage.
Mycelial Barrage (Recharge 5–6). The myconid chooses one creature it can see within 60 feet of it that isn’t a construct and that isn’t an undead without flesh. The target must succeed a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The myconid then chooses a myconid, including itself, or an undead with flesh within 60 feet of it to regain hit points equal to half the amount of necrotic damage dealt.
Puffballs (3/Day). The myconid magically creates one puffball from a corpse within 60 feet of it. The puffball has the same statistics as the devil’s veil myconid, except it has Intelligence and Charisma scores of 1, it has only the Slam action option, and its Slam deals only 3 (1d6) necrotic damage on a hit. The puffball acts as an ally of the devil’s veil myconid. It remains for 1 hour or until it dies. When it dies, it bursts into a cloud of poisonous spores. Each creature within 5 feet of it when it dies must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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And we'll see about getting some of that necrotech in the mix too...
So until next time, let us know what you think, and help feed the Creativity Engine and build some cool creatures by leaving a comment (or several!).