Fungal Dragon (Creature, dragon)

A fungal dragon is a beast that dwells deep within the underdark. Its scales are made of fungus matting, hard or harder than steel, a sickly phosphorescent green as a wyrmling and a deep near-black green as a wyrm. It's eyes begin as bright flashes of red-orange, but by maturity are a grim ember burning in its sockets. Fungal dragons have wings, but have lost the ability to fly, instead relying on their wings to batter foes into submission.

Old fungal dragons have strict hierarchies, building vast underground networks of minions, lackeys, servants, and slaves. Ultimately their main means of promotion in the hierarchy is betrayal and murder of their superior, which means in the end all these empires collapse under a net of intrigue and murder.

Younger fungal dragons either submit to life in one of these empires or exist as little more than raging predators who delight in the service of lesser creatures.

**Type**: Dragon (Earth)

**Environment**: Underground.

**Organization**: Wyrmling, very young, young, juvenile, and young adult: solitary, clutch (2–5), or hatchery (2-5 plus 3-12 myconids of various ages); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, family (1–2 and 2–5 offspring), or cluster (1-2 and 2-5 offspring plus 3-36 myconids).

**Challenge Ratings**: Wyrmling 4; very young 7; young 9; juvenile 12; young adult 15; adult 17; mature adult 21; old 22; very old 24; ancient 26; wyrm 27; great wyrm 29 (might be too low or too high)

**Treasure**: Triple standard

**Alignment**: Always lawful evil.

**Special Abilities**:

**Breath Weapon (Su)**: A fungal dragon has two types of breath weapons a line of mystically charged spores which deal the listed amount of untyped damage (a Ref save halves), and any creature which takes damage must make a Fortitude save or be nauseated for 1 round per age category of the dragon. This breath weapon ignores hardness of objects and any creature or object reduced to 0 hp by this breath weapon is disintegrated. Their second breath weapon is gained at very young and is a cone of spores that infest an affected creature dealing 2 Con damage per round for 1 round per two age categories of the fungal dragon, a Fortitude save negates the effects and a Remove Disease will end it but not undo the ability damage already done. Starting at juvenile whenever a living creature with 5 or more hit dice under this effect dies from their constitution reaching 0 that creature explodes in a burst of fungus which creates one myconid (as bud myconid); like those created by fungal budding this myconid is under its creator’s telepathic control for 1 hour, after which it gains its independence.

**Immunities (Ex)**: In addition to those immunities common to all true dragons, fungal dragons are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, polymorph, and stunning. In addition fungal dragons are not subject to critical hits.

**Plant Affinity (Ex)**: A fungal dragon affected as if it was a plant for any and all effects that specify that type (unless they also have a specific effect for dragons in which case the dragon effect supersedes the plant one). A fungal dragon is also considered a plant for all prerequisites.

**Plant Telepathy (Su)**: A fungal dragon may telepathically communicate with all plant creatures with an intelligence score of 3 or greater within 30-ft per age category.

**Bud Myconid (Su)**: 1/day as a swift action a fungal dragon may bud a number of myconids equal to its age category. These myconids appear adjacent to it and have a number of hit dice equal to ½ the fungal dragon’s age category (round up), stats found below, adjust for increased hit dice. These creatures are under their creator’s telepathic control for 1 hour, after which it gains their independence.

**Cloud of Spores (Su)**: A young or older fungal dragon is continuously surrounded by a cloud of spores which extends to all adjacent squares. Any creature within this cloud has concealment from all creatures other than the fungal dragon as the spores conceal their exact location. A fungal dragon may not use this concealment to hide and may suppress this ability as a free action (it takes a full-round action to reactivate it).

**Regeneration (Ex)** A fungal dragon takes lethal damage from cold and fire.

**Fungal Rage (Ex)**: An adult or older fungal dragon gains a +1 bonus to Strength for every 10 lethal damage it has taken since the end of its last turn.

**Bud Savage Thallid (Su)**: 1/day as a swift action an old or older fungal dragon may bud two savage Myconid, use the Savage template below. These myconids appear adjacent to it and have a number of hit dice equal to ½ the fungal dragon’s age category (round up), stats found below, adjust for increased hit dice. An ancient fungal dragon’s savage myconid are advanced to 27 HD and huge size, and a great wyrm’s are advanced to 35 HD and gargantuan.

**Restore the Seeds (Su)**: 1/day an ancient or older fungal dragon may heal any/all plant creatures within 30-ft 20 hp per age category and it immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned.

***Fungal Blooming (Sp)***: 1/day a great wyrm fungal dragon may select up to 3 target creatures within 100-ft. Each of these creatures must make a Fort save (DC 19 + Charisma modifier) or be incapacitated for 3 rounds taking 6d6 damage per round and killing them at the end of the duration. A wish or miracle spell cast on a subject during this time can eliminate the effect and save that creature. A creature that dies from this effect (whether from the damage or the final death effect) explodes in a fungal blooming that creates a 35-HD savage thallid. A creature that succeeds its fortitude save is still stunned for 2 rounds and takes 6d6 damage per round. This is considered a 9th level spell of the Transmutation and Necromancy schools and a [Death] effect. The caster level for this effect is twice the fungal dragon’s age category +6.

**Skills**: Climb, Jump, and Survival are all class skills for a fungal dragon.

**Mycanoid**

(Medium Monstrous humanoid)

Fighter level 3

HP 36(3d10+6)

Init: +1  Speed: 20  AC: 14  (Natural +4, )  AC flat footed :14  AC Touch: 10

CMB/CMD:

Attack: +6  Slam 1d6+3 Crit(20-20)X2    or  +7  Spores 120’ spread or 40’ ray ranged touch

Space/Reach: 5/5

Special Attacks: Spore Attack

* Daze attack DC 14
	+ The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.A dazed condition typically lasts 1 round.
* Confusion DC 14
	+ d%            Behavior
	+ 01–25            Act normally.
	+ 26–50            Do nothing but babble incoherently.
	+ 51–75            Deal 1d8 points of damage + Str modifier to self with item in hand.
	+ 76–100            Attack nearest creature (for this purpose, a familiar counts as part of the subject's self).
	+ Poison DC 14 Blindness 1d4 rounds

Special Qualities: Darkvision  60

Saves: Fort +6, Ref +2, Will +3

Abilities: Str 14, Dex 10, Con 12, Int 11, Wis 5, Chr 5

Skills: Athletics 2, Stealth 12, Intimidate 2, Perception 2

**Savage Creature Template**

"Savage creature" is an inherited template that can be added to any corporeal living creature (referred to hereafter as the base creature).

A Savage creature has all the base creature's characteristics except as noted here. Size and Type: Creatures with this template become monstrous humanoids if they are not already.

**Hit Dice**: Change to d10.

**Speed**: Base speed +10 ft.

**AC**: +6 natural armor bonus

**Attacks**: A Savage creature gains two claw attacks if it did not already have them.

**Damage**: The base damage for a Savage creature's claw attack varies with its size as follows: Fine 1d2, Diminutive 1d3, Tiny 1d4, Small 1d6, Medium-size 1d8, Large 2d6, Huge 2d8, Gargantuan 4d6, Colossal 4d8. If the base creature already has a claw attack, the Savage creature uses the better base damage.

**Special Attacks**: A Savage creature gains additional special attacks depending on its Hit Dice, as shown on the table below. It gains the special attacks indicated in the row corresponding to its monster Hit Dice, plus all those in previous rows. If the base creature possesses a duplicate ability, the Savage creature uses whichever version of the ability is better.

 4-7
 8-11
 12-15
 16-20

**Improved Grab (EX)**: If a Savage creature hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can rake if it has that ability (see below). Alternatively, it has the option to conduct the grapple normally, or simply use its claw to hold the opponent (–20 penalty on grapple check, but the Savage creature is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage. See the Monster Manual for additional rules.

**Pounce (Ex)**: If a Savage creature leaps upon a foe during the first round of combat, it can make a full attack even though it has already moved.

**Rake (Ex)**: A Savage creature that gets a hold can make two rake attacks at its full melee attack bonus with its hind legs. Each successful attack does normal claw damage for that size of Savage creature, plus 1/2 its Strength bonus (rounded down). If the Savage creature pounces on an opponent, it can also rake.

**Rend (Ex)**: A Savage creature that hits with both claw attacks latches onto the opponent's body and tears the flesh. This automatically deals double the appropriate claw damage for that size Savage creature, plus double the Strength modifier.

**Multiattack (Ex)**: A Savage creature gains multiattack as a bonus feat.

**Special Qualities**: A Savage creature gains additional special qualities depending on its Hit Dice, as shown on the table below. If the base creature possesses a duplicate ability, the Savage creature has whichever ability is better.

 4-7
 8-11
 12-15
 16-20

**Abilities**: +4 Str, –2 Dex, +2 Con, –4 Int (minimum 2), +2 Wis.

ECL Adjustment: +2