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Author: Eiji-kun (talk)
Date Created: 10-5-19
Status: Complete
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Expanded Slimes, Molds, and Fungi[edit]

This is an expansion to various slimes, molds, and fungi that are hazards or of interest, but are not themselves creatures. In a dungeon’s damp, dark recesses, molds and fungi thrive. While some plants and fungi are monsters and other slime, mold, and fungus is just normal, innocuous stuff, a few varieties are dangerous dungeon encounters. For purposes of spells and other special effects, all slimes, molds, and fungi are treated as plants. Like traps, dangerous slimes and molds have CRs, and characters earn XP for encountering them.

If you are adding to this list, sort by CR, and then alphabetically.

Redoxalga Fungus (No CR)[edit]

A strange fungus which may not entirely be natural, this moss forms thick damp mats of dark teal fuzz with shoots that resemble cilantro and bulbous hard "nuts" that have a metallic dark gray sheen. It is very resistant to pollution, but consumes a great deal of oxygen and can only live in unusually damp and oxygen rich environments. It is an excellent natural filter as its feeding process naturally and harmlessly consumes all manner of toxins and heavy metal into its form which are then encased in the metallic nuts, protective cysts that remove it from its mass. Due to this ability this fungus is valued as an environment cleaner as long as it is maintained and its cysts removed on a regular basis. The process is most active in agitated water, while stagnant water takes much longer to clear.

While no threat on its own, the fact the fungus grows in places of pollution and disease may itself be a danger to various biological hazards, and high oxygen content may make fires in the area more dangerous. If the pollutants are radioactive, so too will be the fungus. It also becomes explosively flammable if dried out or subject to extreme temperatures. Fortunately, it is usually too damp to ignite from a simple fireball or torch.

The fungus would be a good source of calories had it not been packed with toxins, and the substance is rather poisonous. Consuming the fungus subjects the victim to acute heavy metal poisoning.

Shortgrass Mold (CR 3)[edit]

Mats of brown moss with yellow-green stalks resembling grass, a DC 10 Spot check is needed to realize it is not actually a patch of grass upon loose soil. The fact sunlight is not required for its growth is sometimes a telling cue that it is not natural grass. This moss gives off a very faint aura of transmutation as part of its supernatural metabolism. When a creature comes into contact with shortgrass mold, they must make a DC 13 Will save each round or have their size stolen as if subject to reduce person (they do not need to be humanoid). As their size shrinks, the mold grows a new patch of itself adjacent equal to the original size of the creature.

The stolen size is supernatural and eventually wears off over the course of 1d4 hours. The mold retains its stolen bulk, now larger to catch more creatures passing over it.

Prolonged exposure is dangerous. For every 24 hours subject to contact, it may shrink an additional size category smaller. If they shrink smaller then Fine size they collapse as if subject to a failed shrinking curse. Likewise they go up one size every 1d4 hours that pass, to their original size.

Casting size altering spells while in contact with this mold is impossible, as the magic is drained into the mold and it grows 5 ft per spell level absorbed. Beyond traditional methods of destroying mold with cold or fire damage, it can also be destroyed with dispel magic against DC 14, which kills the mold.

Green Necrogel (CR 5)[edit]

A thick green goo that forms upon corpses and in tombs, especially in desecrated or haunted areas, this unthinking gel seems to be a side effect from the supernatural terrors around. Originally the gel is black, rancid, and mixed in with the slurry of decaying dead bodies. Beyond being gross it has no particularly danger effects beyond, perhaps, risk of filth fever. However with enough black necrogel in a single area it can reach critical mass and turn green.

Green necrogel naturally animates corpses overnight as per animate dead as zombies or, if the flesh is too weak, as skeletons. These bodies are uncontrolled, and often covered in the gel upon rising so that their wandering spreads it to other corpses where it continues the plague until all the gel is destroyed and the undead exterminated. Green necrogel not exposed to any nearby corpses or a critical mass of itself within 100 ft will oxidize and return to black necrogel over the course of a few weeks, but the gel is resilient to temperature extremes. Ultraviolet light is harmful to it and causes both black and green necrogel to decay, though black necrogel perishes immediately while green necrogel requires several minutes of exposure to perish.

While green necrogel is beneficial to necromancers for the free undead, care must be taken. Not only are the undead initially uncontrolled, but they have a 5% chance each day of becoming permanently uncontrolled. Once they go berserk, no force can reestablish control over them.

Black and green necrogel are extremely sticky. Carefully scraping it off with a blade or applying positive energy or sunlight removes it, the latter two reducing the gel to chalky ash.

Fossilmoss (CR 7)[edit]

On its own, fossilmoss is not a danger. It is a common moss of pale yellow-green hue that pollinates and spreads as any moss. It is home in dense forests where light is minimal and moisture is high. Its problems only begin if it forms dense concentrations in the environment, for when exposed to powerful electric shocks of at least 15 points of damage, it and any surrounding fossilmoss instantly petrifies itself, and anything within 5 ft, into solid stone. This acts as flesh to stone. The act of petrification releases a pulse which triggers petrification within 5 ft, causing an endless chain reaction. Creatures upon it must make a DC 17 Fortitude save if exposed to its transformation. If they survive they can continue to persist after the surroundings have petrified.

Because it can become very dense in forests, some have told terrifying tales of entire forests becoming stone and anyone within it captured in an ever-expanding shockwave of stone that enveloped its victims.

It goes without saying, but casting flesh to stone in an area filled with fossilmoss is a generally bad idea, and the resulting shockwave of petrification will adopt the save DC of the spell if higher.

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Eiji-kun's Homebrew (5168 Articles)
AuthorEiji-kun +
Identifier3.5e Other +
RatingUndiscussed +
SummaryAn expansion to slimes, molds, and fungi that are hazards or of interests, but are not themselves creatures. +
TitleExpanded Slimes, Molds, and Fungi +