New Monsters *S*


Contents

Spores
Spore Spitter


My first campaign as DM had a number of experienced players. This was a first attempt at shaking up the experienced players by providing encounters for which they could not be prepared. While we never used all the types listed here, the Gem spore was entertaining, as was the Invisibility spore.

Spores

Frequency

rare

No. Encountered

1 (2d4)

Size

L (6' diameter)

Move

3"

Armour Class

9

Hit Dice

1 hp

Attacks

none

Damage

special

Special Attacks

see below

Special Defences

see below

Magic Resistance

standard

Lair Probability

nil

Intelligence

non-

Alignment

Neutral

Appearance:

Although the Gas spore is the most commonly known of the type, there are many other kinds. All have similar physical characteristics, strongly resembling a beholder at distances beyond 1". As such they have what appears to be a large eye on one side, the "front", and appendages on the top that resemble the smaller eyes of the beholder. They travel slowly, floating along silently, never making any noise.

Please note that at distances of 1" to 3" a character who asks has a 50% chance of detecting that the creature is a spore and not a beholder. At distances beyond 3" a character cannot determine the difference although the fact that the spore has not attacked magically may provide a character with the clue that it is a spore.

Combat:

Spores do not have a physical attack -- they are very fragile and explode if as little as 1 hp of damage is inflicted upon them. The explosion affects all within 2" of the spore (see below for exact effects). While some spores cause physical damage, others do not, merely inflicting a magical effect.

Touching a spore with bare flesh infects a creature with rhizomes, which travel through the body in 1 round. The victim must receive a Cure Disease within 24 hours of infection or die and sprout 2-8 spores. Note that the types of spores produced is random, so a creature killed by a spore can produce 8 different types, none like the original. Also note that creatures within the area of effect of an exploding spore (regardless of type) have a 5% chance of being infected.

Habitat/Society:

Spores are completely non-intelligent and have no society. While more than one may be encountered at a time, that is relatively rare (5%) and will occur only within a few hours of an infected creature sprouting spores, or in cases where sprouted spores are physically unable to leave a locale.

Ecology:

The origins of spores are lost in antiquity, but sages believe that they were originally created by magic users as guardian beasts. Considering that examination of the remains show a similarity to various fungi, sages further conjecture that they were created from mushrooms.

Once sprouted the spores will drift randomly through a dungeon until encountering anything that inflicts at least 1 hp of damage, which causes them to explode. Observation has shown that unless damaged a spore may survive up to a year, at which time it will sink to the ground and die, resembling a flattened ball. Anything touching the remains with bare flesh within the next month will be infected with rhizomes and start the process anew.

Spores tend to move towards anything with body heat within 12", although how they sense heat through a maze of tunnels remains unknown. They float via light gases, apparently hydrogen or helium, move by spurting small amounts of gas through orifices, and metabolize additional gas as they need it.

Variants:

The following types of spores have been documented:

Spore Type

Effect

Anti-Magic

Explodes for 2d6 points of damage. In addition all items must save vs. Lightning at +3 or be permanently drained of all magic.

Confusion

Explodes for 1d6 points of damage. In addition all must save or be confused for 6d6 rounds.

Feeblemind

Explodes for 1d6 points of damage. In addition all must save or be feebleminded for 1d6 turns.

Gas

Explodes for 6d6 points of damage.

Gem

Explodes for 6d6 points of damage and sprays 6d6 100gp gems in all directions.

Glow

Explodes for 1d6 points of damage. In addition all metal items in area will glow with Continual Light for 1d6 turns. Magic items may save vs. breakage to avoid the effect.

Heal

All damage is cured and ailments healed. This effect includes the effects of a Restoration spell, but will not raise or resurrect dead.

Invisibility

Explodes for 3d6 points of damage. In addition all failing a save vs. Spell affected as by Improved Invisibility spell.

Metallic

Explodes for 6d6 points and sprays 100-1,000 coins of random types.

Paralysis

Explodes for 1d6 points of damage. In addition produces an invisible gas and all must save or be paralyzed for 1-4 turns.

Petrification

Explodes for 1d6 points of damage. In addition all must save vs. Petrification or be turned to stone.

Plane Shift

Explodes for 1d6 points of damage. In addition all creatures not saving vs. Magic plane shift to a random plane. All in group affected will shift to the same plane.

Poison

Explodes for 3d6 points of damage. In addition it produces a greenish cloud and all in cloud must save vs. poison or die.

Slow

Explodes for 1d6 points of damage. In addition all creatures are slowed for 3d4 rounds with no saving throw. Note that creatures immune to Slow for any reason are not affected.

Stun

Explodes for 1d6 points of damage. In addition all must save or be stunned for 3d6 rounds.

Wish

Explodes for 1d6 points of damage. In addition all creatures in area gain a Wish or Limited Wish. Note that the affected creatures have 1 hour to make their wish and the first statement during that time indicating a desire will be acted upon.

Treasure:

While spores generally have no treasure, some explode scattering coins or gems.

Experience Point Values:

1 HD

200 points

Kevin invented this one -- it proved deadly for lower level parties, especially when the spore spitter kept making spores faster than we could kill them.

Spore Spitter

Frequency

very rare

No. Encountered

1d3

Size

L (10' tall)

Move

1"

Armour Class

0

Hit Dice

11

Attacks

special

Damage

1d6

Special Attacks

spores

Special Defences

none

Magic Resistance

standard

Lair Probability

95%

Intelligence

semi-

Alignment

Neutral

Appearance:

The spore spitter is a semi-intelligent, carnivorous plant that somewhat resembles a short, squat, greenish tree trunk. Although it has no obvious external sense organs, it can apparently detect and "observe" creatures and terrain within 24" of itself. About 3' from the top of the truck it has six evenly spaced holes about 8" in diameter. Through these it emits the flying spores that comprise both it's reproductive and attack systems.

Combat:

While the spore spitter has no attacks it can emit up to 6 flying spores per round which attack for it. A spore spitter can control up to 36 spores at a time and can emit up to 144 spores in a week. Each spore has 1 hit point and is AC -1. The spores fly at 18" (MC:B) and attack as an 11 hit die monster. Each hit causes 1d6 points of damage and kills the spore. The spores are non-intelligent, but are controlled by the spore spitter at distances up to 24", including out of line-of-sight.

The spore spitter will direct its spores to attack what appear to be the most dangerous opponents first, which will include spellcasters, and any character utilizing any type of fire or large cleaving weapons. It will also attack the closest opponents first, unless more distant opponents appear to be the greater threat.

Habitat/Society:

Spore spitters are singular creatures and will not normally tolerate the presence of other spore spitters within their territory. Spitters will typically drive animals over 40 pounds out of their area, and will also drive out any mobile plant life, intelligent or not. If faced with a foe that cannot be killed or driven away, a spitter will flee to preserve it's own life.

Found only in temperate forests, spitters go dormant in sub-freezing weather, rousing when the temperature rises above freezing.

Spore spitters may be considered divine by some humanoids monsters of low intelligence. In some cases a spore spitter will guard the treasure of the worshippers and will in turn be guarded and fed by them with compost and water. In other rare cases there might be as many as 3 spore spitters, but such cases are very infrequent.

Sages postulate that spitters that accept the presence of humanoids or other spitters were raised in proximity to other creatures and become accustomed to their presence. Those who grow in solitary conditions are more typical.

Ecology:

Spore spitters appear to draw their sustenance from water, light, and soil. Periodically they will sink appendages similar to roots into the soil, and when not otherwise roused may remain in a spot for weeks. While considered carnivorous, they do not directly consume flesh. Rather they kill trespassers and drag the bodies into a sheltered area, covering them with leaves and dirt. The spitter will then root most often on this spot, in essence making it a compost heap.

The spores serve for both protection and reproduction. Given that spitters are typically solitary creatures, to reproduce they will send their spores flying outside of their range of control. The spores have been known to drift for miles until eventually falling to the ground or hitting a solid object. If landing in the right conditions (rich soil) the spore will transform into a type of seed.

The young spore spitter appears like a greenish sapling without branches. Over the course of the first three years of growth it grows to 10' high, and for the next few years after that will broaden out to a girth of 3' in diameter.

Up to this point the spitter appears to be a non-sentient, non-mobile plant. An unknown event triggers a change, after which it gains intelligence, uproots itself, and goes in search of a home area if its initial area does not appear suitable, or if too close to another spitter.

Note: Gas spores and their brethren have no relationship with spore spitters.

Variants:

None.

Treasure:

Q x5

Experience Point Values:

11 HD

4,950 + 16/hp


Copyright 2007, 2011 Bryan Fazekas