FUNGALOID

Beneath the surface of Sajak Prime lies the Underjak an exotic world of unseen flora, pale, creeping fawna and strange alien (stylistically speaking) societies. Among them are the fungaloids. Fungaloids live in the caves that separate the Underjak from the surface world. They’re one of the few races that operate comfortable in both realms.

The high concentration of caustic gases in their caves have made them innately mystical compared to the non-fungus people they deal with topside. Everyone is an oracle if they spend long enough near a gas leak. They’re lynchian dialogue often leaves fellow travelers of the Nether Regions scratching their heads.

They have broad flesh caps on their heads in a wide variety of colors and textures representing the various colonies. Their limbs are relatively crude, with no toes and just a hand full of fingers. 6. 6 fingers. Your fungaloid character has no skeleton, but a woody fibrous core supporting your head and limbs. There are no males or females, though some may appear so superficially. They do have nipples though. Everything here has nipples in the Nether Regionz.

Fungaloid Traits

Fungaloids share certain racial traits as a result of their mycelium descent.

Ability Score Increase. Your Wisdom score increases by 2.
Age. Fungaloids mature rapidly, and are fully formed adults as soon as they get the itch to slide off of the damp cave walls on which they form and amble into the world at 5 to 10 years of age. Their symbiotic composition allows them to absorb the experiences of the colony, so they are mentally fully formed at that time as well. Fungaloids can live up to 100 years at which time they turn to dust and are reabsorbed by the colony.
Alignment. Fungaloids are outsiders, observers, and tend toward a neutral alignment Size. Fungaloids are stout humanoids, with disproportionately long arms and short legs. They average around 4 to 5 feet in height and 110 pounds. Your size is Medium.

Height
Weight
46 + 2d8"
100 + 3d8 lb.

Speed and Movement. Your base walking speed is 25 feet.
Darkvision. Thanks to your subterranean heritage, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
Morning Breath. Once per long rest your fungaloid character can use an action to exhale a disorienting cloud of spores on a target within 5 feet. On a failed DC12 save (Constitution) you appear blurred, melting and shifting to the affected creature. For up to 3 rounds the creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.
Fungal Legacy. You know the dancing lights cantrip. When you reach 3rd level, you can cast the speak with plants spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the hypnotic pattern spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Damp Recovery. Fungaloids don’t need to sleep. Instead, they can lay face down in a dark, damp area for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If a dark, damp area is not available, better get some potions!
Poison Sponge. Your non-vascular physiology isolates incoming toxins. You have advantage on saving throws against poison, and you have resistance against poison damage.
Languages. You can speak, read, and write Common and speak Rhododendron, a scent based language, through your pores.

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