Difference between revisions of "Sapper Shrooms (3.5e Equipment)"

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[[Summary::A type of living hazard, sapper shrooms have been weaponized to an irritating or potentially fatal threat.]]  Usually stored in a damp with their legs tied with twine, the twine is broken and the mushrooms thrown at a target.  On a ranged touch attack with a range increment of 10 ft, the mushroom hits the target and attaches.  At the start of the creatures turn it takes 1 point of damage.  Multiple mushrooms stack to a maximum of 5 points of damage a round.  One mushroom can be brushed off as a move action, or all of them as a standard action.  Mushrooms are also removed if they take at least 1 point of damage, meaning area of effects clear them off easily.  It cannot deal damage against non-organic creatures.
 
[[Summary::A type of living hazard, sapper shrooms have been weaponized to an irritating or potentially fatal threat.]]  Usually stored in a damp with their legs tied with twine, the twine is broken and the mushrooms thrown at a target.  On a ranged touch attack with a range increment of 10 ft, the mushroom hits the target and attaches.  At the start of the creatures turn it takes 1 point of damage.  Multiple mushrooms stack to a maximum of 5 points of damage a round.  One mushroom can be brushed off as a move action, or all of them as a standard action.  Mushrooms are also removed if they take at least 1 point of damage, meaning area of effects clear them off easily.  It cannot deal damage against non-organic creatures.
  
As a living trap sapper shrooms, if stored in a safe damp environment, can last up to 1 month before dying.
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As a living trap sapper shrooms, if stored in a safe damp environment, can last up to 3 months before dying.
  
 
Sapper shrooms are grown, not crafted, and growing them is simply allowing them to anchor into fertile ground.  After a week in damp dark environments it produces 1d4 copies of itself, which walk away randomly and plant themselves elsewhere.  Sapper shrooms must be harvested before they root themselves in (within 3 days of doing so), otherwise they lose their gripping abilities and becomes regular mushrooms.
 
Sapper shrooms are grown, not crafted, and growing them is simply allowing them to anchor into fertile ground.  After a week in damp dark environments it produces 1d4 copies of itself, which walk away randomly and plant themselves elsewhere.  Sapper shrooms must be harvested before they root themselves in (within 3 days of doing so), otherwise they lose their gripping abilities and becomes regular mushrooms.

Latest revision as of 09:25, 26 December 2018

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Author: Eiji-kun (talk)
Date Created: 12-26-18
Status: Complete
Editing: Mechanical changes on Talk
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Sapper Shrooms[edit]

A small pale red mushroom seems to have four broad feet whose undersides are lined with organic velcro. They stick to objects, and people, very easily rapidly draining resources away.

A type of living hazard, sapper shrooms have been weaponized to an irritating or potentially fatal threat. Usually stored in a damp with their legs tied with twine, the twine is broken and the mushrooms thrown at a target. On a ranged touch attack with a range increment of 10 ft, the mushroom hits the target and attaches. At the start of the creatures turn it takes 1 point of damage. Multiple mushrooms stack to a maximum of 5 points of damage a round. One mushroom can be brushed off as a move action, or all of them as a standard action. Mushrooms are also removed if they take at least 1 point of damage, meaning area of effects clear them off easily. It cannot deal damage against non-organic creatures.

As a living trap sapper shrooms, if stored in a safe damp environment, can last up to 3 months before dying.

Sapper shrooms are grown, not crafted, and growing them is simply allowing them to anchor into fertile ground. After a week in damp dark environments it produces 1d4 copies of itself, which walk away randomly and plant themselves elsewhere. Sapper shrooms must be harvested before they root themselves in (within 3 days of doing so), otherwise they lose their gripping abilities and becomes regular mushrooms.

Cannot be crafted. Market Price 20 gp.



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Eiji-kun's Homebrew (5657 Articles)
Eiji-kunv
AuthorEiji-kun +
Cost20 gp +
Identifier3.5e Equipment +
RatingUndiscussed +
SummaryA type of living hazard, sapper shrooms have been weaponized to an irritating or potentially fatal threat. +
TitleSapper Shrooms +