Eryngi

These are animate mushrooms. There is little to be said for this species of fungus. They are a very common demon regularly hunted as a delicacy, the medicinal properties of their spores, and the pheromone-like effects of some species’ spores on women; Eryngi are the typical ingredient in love potions. They make great use of their spores in battle to give opponents a wide range of ailments and to weaken female opponents with their pheromones. They are generally very weak and live in a large group in an attempt to compensate, which doesn’t really work very well. They like damp places, such as caves or the back of your fridge. For some strange reason, they have a speech tic like Prinnies: they often tack on 'gii' to sentences.

**Hit die:** d8

**Type:** Plant (Monster, Demon, Eryngi)

**Skills:**

The Eryngi’s class skills (and the key ability for each skill) are Survival (Wis), Stealth (Dex), Climb (Str), Perception (Wis), Martial Knowledge (Physical monster weapon) (Int), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Use Magic Device (Cha)

An Eryngi gains Skill points equal to 6+ int mod.

**Starting Wealth:** 3d6 × 10 hl (average 105hl.) In addition, each character begins play with an outfit worth 10 hl or less.

**Table: Eryngi**

**Alignment:** Eryngi tend to be rather neutral as they care about their own habitats and little else, however some follow more good aligned standards, wanting to protect the mushroom forests with their best intentions.

**Religion:** Eryngi follow the mushrooms wherever they go, they follow no god in particular, but like humans, if they find one that piques their interest they jump on it right away. Most worship mold or nature it’s self and some have actually started worshiping the lord of Terror himself. Some consider themselves gods and are worshipped by screaming fangirls.

**Other Classes:**  Eryngi get along with prinnies and other low level monster types, but not so much with the other high class beasts. They work well with just about anyone but tend to freak out around mushroom pizza.

**Role:**

• +4 Strength, +4 Constitution, -2 Intelligence, -2 Dexterity

• **Medium** sized Plant (Monster, Demon)

• Speed: 30 feet

• Darkvision out to 60 feet

• Tremorsense 30 feet

• +4 to stealth checks (+8 in forested areas), and a +8 bonus to bluff to try and pass ones self off as a Mushroom.

• **Automatic Languages:** English, Japanese and Eryngi

**Bonus Languages:** Any

**Class Features**

**EVILITY:** Shroom Power Adjacent female enemies do not add ability modifiers to attack rolls against you.

**Magichange (Ex)**

As a free action, an Eryngi can change into a Deadly spear. The Magichange lasts as many rounds as your Constitution Mod, and when it ends, the creature returns to it's former self but is exhausted. The wielder must be unarmed and able to hold the gun when the Eryngi transforms.

**Eryngi Spear**

**Halberd (Two handed reach weapon)**

**Damage:** 1d10

**Critical:** 20 X3

**Damage Type:** piercing or slashing

**Eryngi Axe**

Battleaxe

**Damage:** 1d8

**Critical:** 20 X3

**Damage Type:** slashing

**Eryngi Bow**

Long Bow

**Damage:** 1d8

**Critical:** 20 X3

**Damage Type:** Piercing

**Range:** 100 feet

**Monster Weapon Proficiency (Ex)**

Eryngi are proficient and can only wield physical monster weapons, unless they have reincarnated from a previous body that had the ability to wield other weapons. A Eryngi’s weapon always appears as a big shroom punch and as such deals slashing damage. The Eryngi’s weapon appears as the large mushroom capped stubs on it’s body and they deal 1d10 bludgeoning damage or whatever damage the monster weapon does, whatever is higher.

**Monster Technique (Su)**

Just like all monster classes, Eryngi gain special Monster Techniques they can utilize to get an edge over their opponents. At each level they gain 1 technique of any level they can perform. A Eryngi Learns a monster technique at 3rd, 6th, 9th, 12th, 15th, 18th, and 20th level. These Techniques can be chosen from the Eryngi's list of techniques marked with a (\*\*). The Eryngi must be able to perform techniques of the technique's level to learn it. In a situation in which an Eryngi does not have enough monster techniques to learn a new one, it can learn a different technique instead from it's list. An Eryngi's relevant ability score is it's constitution. A Eryngi's techniques are sometimes identical to spells, but when used by an Eryngi they are considered martial techniques.

**Tremorsense (Ex)**

A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground within 30 feet.

**Spores (Ex)**

At 2nd level, an Eryngi can release various masses of spores from its body as a move action. The Eryngi can use these spores a number of times per day equal to 3+ their Constitution modifier.

Whenever an Eryngi activates it’s spores, it must select what kind of spores it wishes to release. If the spores have a saving throw it’s DC:10+ ½ level+ Constitution modifier.

*Damage Spores:*

The spores have no saving throw, and automatically deal 1d8 points of damage to all creatures adjacent to the Eryngi, this bypasses Damage Reduction. They then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for 4 rounds. At the end of this time, the victim is covered with a tangle of vine like growths. (The vines are harmless and wither away in 1d4 days.) A delay poison spell stops the spores’ growth for its duration. Bless, neutralize poison, or remove disease kills the spores, but poison immunity doesn’t stop them. At

At 10th level this becomes a swift action for the Eryngi and. The Eryngi can take a move action to do it out to 20 feet instead.

At 15th level this becomes a free action for the Eryngi, though It can only ever be used once per round. The damage becomes 1d10 and the damage every round becomes 1d6. The Eryngi can take a swift action to use it out to 20 feet instead.

*Poison Spores:*

Creatures within a 10 foot burst around the Eryngi must make a fortitude save or take 1d4 strength damage as well as a -1 penalty to all rolls made against an Eryngi. This persists for 1 round per 2 levels the Eryngi possesses and requires 2 successful saving throws to remove. Every time they are affected by the poison the penalty to rolls made against the Eryngi increase, however the strength damage remains at 1d4. Consecutive uses of this ability whenever a creature is already being affected raises the saving throw DC by +2 each time. Female creatures take a -2 penalty to their saving throw against this poison.

At 10th level this poison is also treated as a disease and so creatures immune to poisons must be immune to both poison and disease to gain immunity to this.

At 15th level this poison is also considered a curse, as such the poison can be cured with two saves, however any damage or penalties taken from it cannot be cured without casting remove curse, break enchantment, Wish or Miracle on the creature.

*Hallucinogenic Pheromone Spores:*

Eryngi are always releasing strange chemicals from their bodies, most of which only effect women but can have very disorienting effects on men as well. The Eryngi can release a burst of pheromones as a move action. Creatures within this cloud must succeed in a fortitude saving throw or be affected by a bane spell. Females take a -2 penalty to this saving throw.

At 10th level the effect of the bane are doubled and the burst spreads out to 40 feet.

At 15th level, the bane effects are increased again (-4) and for females they are also affected by a Waves of Ecstasy spell. The burst spreads out to 60 feet.

*Empowering Pheromone Spores:*

Some Eryngi can bolster the capabilities of creatures around them (Notably females). The Eryngi can release a burst of pheromones as a move action. Allies within this cloud are affected by a bless spell. Females gain 1d12 temporary hitpoints.

At 10th level the effect of the bless is doubled and the burst spreads out to 40 feet. Females gain 2d12 temporary hitpoints instead.

At 15th level, the bless effects are increased again (-4) and for females they are also affected by Braveheart Spell. The burst spreads out to 60 feet.

**Delicious (Sp)**

Whenever an Eryngi is struck by a natural bite attack, they suffer +1 damage per damage dice, and the enemy striking them must succeed in a DC: 10+1/2 level +Constitution modifier will saving throw or be affected by a suggestion spell insisting they do so again until the Eryngi is eaten. A Defeated Eryngi leaves behind 1d4 edible mushrooms. Eating one is a swift action and heals 1d6 hitpoints per 3 hit dice of the Eryngi plus an amount equal to the Eryngi’s Constitution modifier and it is considered a magic food item. This can be used to cook a magical food dish to add the effect to the food in addition to it’s usual effect.

**Poison Strikes (Ex)**

At 5th level, Eryngi gain a poison on all of their melee attacks. This poison is the same as their Poison Spores ability above. At 8th level this also applies to creatures who successfully bite the Eryngi in combat.

**Inured to Contagion (Ex)** At 11th level the Eryngi has adapted to poison so much that it's body has made it completely immune to outside contagions and contaminants, and as such cannot be affected by poisons and diseases. Even if a creature possesses an ability to bypass immunity to contagion and disease, it is resistant and adds it’s Constitution modifier on the saving throw vs. the effect. Whenever affected by a disease or Poison, the Eryngi instead gains a boost depending on what it is. This only ever effects the Eryngi once, and then the effects of the poison or disease ends all effects.

*Ability Damage:* The Eryngi gains a bonus to it’s ability score equal to the ability damage dealt for 3 rounds.

*Stunning Or Staggering:* The Eryngi gains an additional swift action during the round.

*Paralysis:* The Eryngi gains the effects of a Haste spell for 3 rounds.

*Sleep or Unconsciousness:* The Eryngi heals 3d8 hitpoints.

*Sickened:* The Eryngi gains +2d6 damage on all damage rolls for 3 rounds.

**Ability Boost**

Eryngi gain a bonus to constitution, Wisdom, and strength. These bonuses increase at the levels listed on the table above.

**Natural armor (Ex)** Eryngi have thick and squishy stalk like bodies, these help to toughen it's vulnerable mushroomy insides. This natural armor increases at the rate indicated on the table above.

**Damage Reduction (Ex)** Eryngi gain Damage Reduction overcome by Plant Bane Weapons, however as they get stronger the DR gets more powerful. The Damage Reduction is listed above on the table.

**Burrow (Ex)**

Eryngi gain a burrow speed that allows them to travel quickly under ground. This burrowing instantly closes the opening behind the Eryngi. The amount of burrowing speed an Eryngi has is listed on the table above.

**Bonus Feats (Ex)** Eryngi gain bonus feats as they level up. These feats include Toughness at 1st level, and Improved Toughness at 7th. If the Eryngi possesses these feats already they can select a different feat.

**Mettle (Ex)** When the Eryngi makes a fortitude saving throw against an effect that allows for half damage. The Eryngi instead takes no damage on a successful saving throw.

**Improved Mettle (Ex)**

When the Eryngi makes a fortitude saving throw against an effect that allows for half damage. The Eryngi takes half damage on a failed saving thow.

**Eryndom (Su)** At 20th level the Eryngi becomes the supreme mushroommancer and can destroy entire communities with it's fungal power. Once per day, as a standard action, the Eryngi can release a cloud of spores that effects every creature within 60 feet. This works like the Eryngi’s damaging spore ability, and it simultaneously casts a Poison and contagion spell on every creature in the area. The saving throw DC is 10+1/2 Eryngi's level+ Constitution modifier to ignore the poison and contagion but the damage is unavoidable. Every creature affected by this ability is also subject to the Eryngi's wrath. As such, the Eryngi is considered to have the Bane weapon enchantment when it attacks a creature infected with the spores. If the Eryngi already has the enchantment it gains double the effects. During this time the Eryngi can summon a 5 by 5 mushroom as a swift action. This Mushroom treats adjacent squares as rough terrain to enemies, and it is treated as the mushroom for any evilities, or spore abilities and it can choose for them to emanate from the mushroom instead. The Eryngi can have up to 5 of these shooms on the battlefield at once. The entirety of this effect, including the spore damage, lasts for 1 round per level.

**Eryngi Techniques**

**1st-Level Eryngi Techniques—**Detect Charm, Detect Magic, Detect Poison, Daze, Delusional Pride, Stumble Gap, Hypnotism, Sleep, Unprepared Combatant, Charm Person, \*\*Erynger Jab, \*\*Spores

**2nd-Level Eryngi Techniques—** Pernicious Poison, Accelerate Poison, Compassionate Ally, Daze Monster, Delay Pain, Hideous Laughter, Opressive Boredom, Qualm, Seducer's Eyes, Bear's Endurance, Spore Burst, \*\*Spore Dance, \*\*Eryngi Raid (MC)

**3rd-Level Eryngi Techniques—** Deep Slumber, Heroism, Hold Person, Lover's Vengeance, Rage, Reckless Infatuation, Suggestion, Unadulterated Loathing, Pain Strike, Fungal Infestation, \*\*Erynger Punch

**4th-Level Eryngi Techniques—** Confusion, Aura of the Unremarkable, Control Summoned Creature, Crushing Despair, Mass Daze, Malicious Spite, Moonstruck, Overwhelming Grief, Terrible Remorse, Lesser Geas, Charm Monster, \*\*Classic Mushroom, \*\*Piston

**5th-Level Eryngi Techniques—** Apparent Master, Curse of Disgust,Dominate Person, Feeblemind, Hold Monster, Mind Fog, Smug Narcissism, Symbol of Sleep, Mass Pain Strike, \*\*Piston Lancer (MC)

**6th-Level Eryngi Techniques—**Cloak of Dreams, Envious Urge, Greater Heroism, Serenity, Mass Suggestion, Symbol of Persuasion, Utter Contempt, Vengeful Outrage, Geas, \*\*Erynger Roll, \*\*Shroomania

**7th-Level Eryngi Techniques—** Hold Person Mass, Insanity, Power Word Blind, Symbol of Stunning, Waves of Ecstasy, Ki Shout, Resonating Word, \*\*Mushroom Mountain (MC)

**8th-Level Eryngi Techniques—**Binding, Demand, Euphoric Tranquility, Irresistible Dance, Power Word Stun, Symbol of Insanity, Sympathy, Charm Monster Mass, \*\*Mushroom Harvest

**9th-Level Eryngi Techniques—** Overwhelming Presence, Power Word Kill, Symbol of Strife, Dominate Monster, \*\*Eryngi Panic (MC), \*\*Shroominator

**Reincarnation**

If Reincarnating into this class after having already been this class, or a class with similar abilities, check the following page to see what ability you'll get instead at the levels you would normally gain an already achieved class ability.

Eryngi Reincarnation