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Fungal Creature

CR 8.00 Plant CG Medium HD 8
Mushroom caps and mold sprout from the pallid skin of this lithe female figure, and spores waft from her fungal gills.

A fungal creature is an animate plant with the appearance of a living creature. It grows from spores implanted in the dead body of a host creature, and takes on the host creature's basic form and many of that creature's abilities. It retains none of the memories of the creature it grew from, yet it instinctively knows how to use the abilities it inherited from its host. How exactly this is possible is a question that continues to befuddle scholars. The leading theory is that the spores' precise modeling of their host succeeds in capturing some of the creature's physiology—essentially copying its mind—but that for some reason the departure of the creature's spirit or soul upon death prevents the spores from copying the memories as well.

Fungal creatures are often content to sit in quiet contemplation, absorbing the nutrients they require from the life-giving earth. But when faced with living creatures, the overwhelming biological need to reproduce takes over, and the fungal creatures try to seed their spores into new hosts to spawn the next generation of fungal creatures.

Fungal creatures have the general appearance of the base creatures from which they spawned, but their skin is pale fungus rather than flesh and blood. Mushroom caps and shelf fungi sprout from a fungal creature's body, along with fungal gills to deliver the fungal creature's spores. As with many types of fungi, a fungal creature's flesh is poisonous, and any creature that ingests any part of a fungal creature's body risks infection by its spores (as described in the create spawn ability and fungal spores poison on the facing page).

The fungal nymph presented here is built using the nymph from the Pathfinder RPG Bestiary. See page 217 of the Bestiary for rules on this creature's blinding beauty, inspiration, spells, stunning glance, unearthly grace, and wild empathy abilities.

"Fungal creature" is an inherited template that can be added to any corporeal, living creature susceptible to Constitution damage (referred to hereafter as the base creature). A fungal creature uses all the base creature's statistics and special abilities except as noted here.

HP
84 (8d8+48)
AC
23, touch 21, flat-footed 19 (+7 deflection, +4 Dex, +2 natural)
Init
+4
Speed
20 ft., swim 10 ft.
Fort
+15
Ref
+17
Will
+16
BAB
+4
CMB
+8
CMD
27
Melee
slam +8 (1d4+3)
DR
10/cold iron
Defensive Abilities
poisonous blood (DC 20)
Aura
blinding beauty (30 ft., DC 21)
str
14
+2
dex
19
+4
con
22
+6
int
16
+3
wis
17
+3
cha
25
+7

create spawn

poison spore cloud (DC 20)

stunning glance (DC 21)

fungal metabolism

inspiration

rejuvenation

unearthly grace

wild empathy +21

Universal Monster Rules

Poison (spore cloud (DC 20)) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Special Abilities

Create Spawn from text
Fungal Metabolism from text
Inspiration from text
Poisonous Blood (DC 20) from text
Rejuvenation from text
Stunning Glance (DC 21) from text
Unearthly Grace from text
Wild Empathy +21 from text

Feats, Traits & Items

Agile Maneuvers from Feat

You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.

Combat Casting from Feat

You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Situational: to cast a spell or use a spell-like ability defensively or while grappled: +4 untyped concentration
Self-Sufficient from Feat

You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Calculated: +2 Heal, +2 Survival
Weapon Finesse from Feat

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Craft (alchemy) +14, Diplomacy +18, Escape Artist +15, Heal +13, Knowledge (dungeoneering) +11, Knowledge (nature) +14, Perception +14, Sense Motive +14, Stealth +15, Survival +5, Swim +10

spell-like abilities:
1/day—Dimension Door
druid spells prepared:
4th—Command Plants (DC 16), 3rd—Call Lightning (DC 16), 3rd—Speak With Plants, 3rd—Spike Growth (DC 15), 2nd—Chill Metal (DC 15), 2nd—Flame Blade, 2nd—Resist Energy (DC 15), 2nd—Summon Swarm, 1st—Entangle (DC 14), 1st—Faerie Fire, 1st—Obscuring Mist, 1st—Pass Without Trace (DC 14), 1st—Produce Flame, 0—Detect Magic, 0—Guidance (DC 13), 0—Resistance (DC 13), 0—Virtue
Details
Type
Plant
Alignment
CG
Size
Medium
Environment
any ruins or underground
Organization
solitary
Treasure
standard
Senses
darkvision 60 ft., low-light vision;Perception +14
Aura
blinding beauty (30 ft., DC 21)
Languages
Common, Sylvan, Undercommon
Source
Bestiary 4
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
22 House/Core
  • Uses feat: Agile Maneuvers (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Casting (Feat) — core content under OGL 1.0a
  • Uses feat: Self-Sufficient (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Finesse (Feat) — core content under OGL 1.0a
  • Knows spell: Dimension Door (Spell) — core content under OGL 1.0a
  • Knows spell: Command Plants (Spell) — core content under OGL 1.0a
  • Knows spell: Call Lightning (Spell) — core content under OGL 1.0a
  • Knows spell: Speak With Plants (Spell) — core content under OGL 1.0a
  • Knows spell: Spike Growth (Spell) — core content under OGL 1.0a
  • Knows spell: Chill Metal (Spell) — core content under OGL 1.0a
  • Knows spell: Flame Blade (Spell) — core content under OGL 1.0a
  • Knows spell: Resist Energy (Spell) — core content under OGL 1.0a
  • Knows spell: Summon Swarm (Spell) — core content under OGL 1.0a
  • Knows spell: Entangle (Spell) — core content under OGL 1.0a
  • Knows spell: Faerie Fire (Spell) — core content under OGL 1.0a
  • Knows spell: Obscuring Mist (Spell) — core content under OGL 1.0a
  • Knows spell: Pass Without Trace (Spell) — core content under OGL 1.0a
  • Knows spell: Produce Flame (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Guidance (Spell) — core content under OGL 1.0a
  • Knows spell: Resistance (Spell) — core content under OGL 1.0a
  • Knows spell: Virtue (Spell) — core content under OGL 1.0a
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