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Elder Myconid Solitary, Huge, Intelligent, Cautious Slam (b[3d12+3] damage) 28 HP 5 armor Reach, Near Myconids are peaceful and curious creatures of forests and swamps. Sometimes they make dwellings in places of the old world. There’s usually only ever 1 Elder Myconid in a family. Elders are the biggest and oldest Myconid, and therefore are relied on to provide knowledge and wisdom when required. Elders usually never fight, but when forced serve as dangerous foes. Instinct: To teach
- Empart knowledge and wisdom onto others
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Guardian Myconid Solitary, Large, Intelligent, Cautious Bash (b[2d12] damage) 18 HP 3 armor Reach, Near Myconids are peaceful and curious creatures of forests and swamps. Sometimes they make dwellings in places of the old world. Guardian Myconids are the protectors of the family. They defend with all their strength from dangerous threats. Their enlarged forearms provide shield-like cover and a powerful bashing attack. Instinct: To defend
- Keep other Myconids from danger
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Adult Myconid Group, Organized, Intelligent, Hoarder Slam (d10 damage) 13 HP 2 armor Close Myconids are peaceful and curious creatures of forests and swamps. Sometimes they make dwellings in places of the old world. Adults have learned to be cautious and keep their distance from people. They are mostly interested in examining old world trinkets, and learning about the world. Instinct: To learn
- Study something new about the world
- Summon a Guardian
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Adolescent Myconid Group, Small, Organized, Cautious Slam (w[2d8] damage) 10 HP 2 armor Close Myconids are peaceful and curious creatures of forests and swamps. Sometimes they make dwellings in places of the old world. Though larger than Younglings, the Adolescent Myconid is still half as tall as a human, at largest. Adolescents, while curious and mischievous like Younglings, have developed a sense of caution. Adolescents are more likely to run than fight, and call the Guardians when backed into a corner. Instinct: To learn
- Confuse or help a lost stranger
- Call a Guardian
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Youngling Myconid Group, Tiny, Stealthy, Organized Mushroom limb (w[2d8-2] damage) 7 HP 0 armor Hand Myconids are peaceful and curious creatures of forests and swamps. Sometimes they make dwellings in places of the old world. The younglings, though small and weak, are the most curious and mischievous of all. Often, after encountering a group of myconid younglings, an adventurer will find their family heirloom locket or ring missing. Instinct: To discover
- Confuse or help lost strangers
- Steal something important
- Summon the Adults
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Deeptree Horde, Large, Magical, Devious, Planar, Amorphous Root Slap (d6 damage) 14 HP 2 armor Reach, Near Special Qualities: Extend it's roots to grab opponents The trees within and beneath the Stonewoods were not always this way... Memories of the ancient past still linger within these petrified husks. Only when the magic of the deep blazes bright, shall these ancient trees begin to reawaken and break through their confines. These trees serve as funnels for life energy, revitalizing the ancient land itself. Instinct: to drain life.
- Entangle living creatures in it's roots
- Drain life through it's roots to heal itself
- Use life force to create Deeplings
- Release a surge of ancient power
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Gleam Group, Magical, Stealthy, Intelligent, Hoarder, Planar, Amorphous Crystalline Jab (d10 damage 1 piercing) 13 HP 5 armor Close, Near An ethereal being risen from the depths of the earth, spawned from the blood-soaked soil that the fallen gods have tainted. It possesses no physical form innately, but it appears as a shimmering light before it possesses an object of particular magical resonance. Crystalline structures usually suit this task, and they can not only form bodies of their choosing, but also control crystalline structures around them. Instinct: to spread magical energy
- Form itself a body out of crystal
- Render pieces of itself inert to nullify attacks
- Control crystals to attack and defend
- Explode into a burst of eldritch energy
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Numbog Mage Group Bolt of dark energy (d8 damage) 8 HP 1 armor Close, Ignores Armor, Far The Numbog are a proud tribe, following a bloodthirsty goddess, that favors might. Thus Numbog mages try to impress others with their mighty magic and try to conquer as many lands as possible. The mages do not only rely on the favor of their goddess but also use necromantic spells and rituals. Numbog mages wear armor made from the skins of their fallen enemies. They wield dark magic in combat and do not shy away from calling lesser undead as help on the battle field, using even the corpses of their allies. Numbog mages do not like warriors much. Instinct: Dominate
- Show superiority
- Call a lesser undead for support
- Cast the sky signal
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Numbog Warrior Group, Organized, Intelligent Any weapon available (b[2d6] damage) 8 HP 4 armor Close, Far The Numbog are a proud tribe, following a bloodthirsty goddess, that favors might. Thus Numbog warriors try to show their strength and skill in fights and try to conquer as many lands as possible. Numbog warriors wear bone armor made from the bones of their fallen enemies. They use a great variety of weapons, favoring melee combat. But they also use ranged weapons, if needed. Warriors do not like magic or magic wielders much. Instinct: Dominate
- Show superiority
- Blow the bone horn
- Drive someone in front of her/him