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	<title>Trad Games Wiki - User contributions [en]</title>
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	<updated>2026-04-20T11:27:18Z</updated>
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	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=SOTDL:Automatons&amp;diff=887</id>
		<title>SOTDL:Automatons</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=SOTDL:Automatons&amp;diff=887"/>
		<updated>2019-07-19T03:33:41Z</updated>

		<summary type="html">&lt;p&gt;Serf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right; clear:both; margin-left:0.5em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
==Automatons==&lt;br /&gt;
&lt;br /&gt;
===Hands of Iron===&lt;br /&gt;
For as long as artificers have been building automatons they have sought ways to remove the tedium and danger of manual labor with their creations. A wild array of variously useful designs were constructed, tested and discarded along the road to creating the artificial laborer. It took many years before artificers moved on from creating a general-purpose artificial person to building specialized designs that were engineered to fulfill just a few roles. These automatons were expensive to create and maintain, and remained the purview of wealthy groups doing work too dangerous or detestable for disposable living workforces. In many cases, the owners of these automatons met with untimely ends and their machines mindlessly continue their work still, their mechanical minds, never that complex, slowly degrading and making them dangerous to those who stumble upon them.&lt;br /&gt;
&lt;br /&gt;
====Driller====&lt;br /&gt;
The driller is an exceptionally simple design. A bulky, humanoid body is employed so that it may easily manipulate existing mining gear. One arm ends in a humanoid gripper, while the other terminates in a large drill. Typically found either drilling into rock or pushing loads of ore on minecarts, drillers have uncomplicated minds and follow extremely simple commands. They can, due to deterioration or misuse, be ordered into combat, where their drill arm can be used as a dangerous weapon that causes grievous, deep wounds. &lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name =Driller&lt;br /&gt;
| difficulty = 10&lt;br /&gt;
| size = 1&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor =automaton&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 5 (-5)&lt;br /&gt;
| special senses =darksight&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 25&lt;br /&gt;
| strength = 13 (+3)&lt;br /&gt;
| agility = 9 (-1)&lt;br /&gt;
| intellect = 5 (-5)&lt;br /&gt;
| will = 11 (+1)&lt;br /&gt;
| speed =10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =damage from disease or poison; asleep, charmed, diseased, fatigued, frightened, poisoned&lt;br /&gt;
| additional features =&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Fist|(melee) +3 (2d6 damage)}}&lt;br /&gt;
{{SOTDL/Feature|Drill|(melee) +3 (1d6 damage [plus Puncture])}}&lt;br /&gt;
{{SOTDL/Feature|Puncture|The target must make an Agility challenge roll. On a failure, it takes 1d6 damage and becomes impaired. If the target is already impaired, it instead takes 1d6 extra damage. The creature may take an action to end the impaired affliction. Healing any amount of damage also ends the impaired affliction.}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Oreseeker====&lt;br /&gt;
A small and simple automaton, the oreseeker, as its namesake suggests, seeks out ore and processes it on site. Roughly a foot in diameter, standing upon four thick metal legs, this machine&#039;s underside opens up to reveal a set of grinding teeth that the oreseeker uses to pulverize rock and ore. Mounted on the oreseeker&#039;s back is a small harpoon gun. Using the harpoon gun to scale vertical surfaces or to reach distant ore seams, the oreseeker then uses its grinder to process the ore for collection by other automatons. If directed to fight, the oreseeker simply replicates this process on its enemies, spearing them with the harpoon gun, attaching to their body, and then applying its grinding mechanism to their form.&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name =Oreseeker&lt;br /&gt;
| difficulty =5 &lt;br /&gt;
| size = 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor =automaton&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 5 (-5)&lt;br /&gt;
| special senses =darksight&lt;br /&gt;
| defense = 14&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 12&lt;br /&gt;
| strength = 14 (+4)&lt;br /&gt;
| agility = 12 (+2)&lt;br /&gt;
| intellect = 5 (-5)&lt;br /&gt;
| will = 11 (+1)&lt;br /&gt;
| speed =10&lt;br /&gt;
| special movement =climber&lt;br /&gt;
| immune =damage from disease or poison; asleep, charmed, diseased, fatigued, frightened, poisoned&lt;br /&gt;
| additional features =&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Zap|(melee) +4 (1d6+1 damage)}}&lt;br /&gt;
{{SOTDL/Feature|Harpoon|(short range) +2 with 1 boon (1d6 damage plus Attach)}}&lt;br /&gt;
{{SOTDL/Feature|Attach|The target must make an Agility challenge roll with 1 bane. On a failure, the oreseeker attaches itself to them. They are slowed, and when they move the oreseeker is moved with them. The affected creature or an adjacent ally can make a Strength challenge roll to remove the oreseeker, placing it in an adjacent space.}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Grind|The oreseeker deals 2d6 damage to a target it is attached to.}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==War Machines==&lt;br /&gt;
While some tinkerers sought to remove people from the unenviable position of heavy labor, others toiled to change the shape of the battlefield. They envisioned legions of gleaming metal soldiers arranged in neat rows, marching into a bloodless carnage while their controllers watched from afar. The reality has been far from this utopian vision. Designing machines that kill has long been easier than making machines that work, and from the beginning these murderous machines have been highly effective relative to conventional soldiers. Baroque in construction and expensive in the extreme, war machines rarely fight one another, instead they are more often deployed against flesh and blood soldiers. Unlike the original artificers&#039; vision of clean and orderly combat, this has always resulted in horrific injuries and messy deaths for the conventional troops. War machines rarely lose, but at the same time their heightened degree of independence and more complex design leads to them going haywire at higher rates than other automatons. A war machine that has gone rogue can be extremely dangerous, and oftentimes their irresponsible owners simply let them go rather than risk other investments to destroy them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Automatic Knight====&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name =Automatic Knight&lt;br /&gt;
| difficulty = 10&lt;br /&gt;
| size = 1&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor =automaton&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 10 (+0)&lt;br /&gt;
| special senses =shadowsight&lt;br /&gt;
| defense = 15&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 20&lt;br /&gt;
| strength = 13 (+3)&lt;br /&gt;
| agility = 12 (+2)&lt;br /&gt;
| intellect = 7 (-3)&lt;br /&gt;
| will = 11 (+1)&lt;br /&gt;
| speed =10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =damage from disease or poison; asleep, charmed, diseased, fatigued, frightened, poisoned&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Stubborn|The automatic knight does not become incapacitated immediately when its damage equals its health. Instead, it becomes incapacitated at the end of the round.}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Sword|(melee) +3 with 1 boon (1d6+2 damage)}}&lt;br /&gt;
{{SOTDL/Feature|Rifle|(long range) +2 with 2 boons (2d6+1 damage)}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Overpower|The automatic knight may use a triggered action to make a Strength attack roll against the Agility of one creature within reach. On a success, that creature is knocked prone.}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Iron Guardian====&lt;br /&gt;
Designed for operation in populated areas and in close quarters with people, the iron guardian pattern is focused on preventing violence rather than dispensing it. Often dressed in concealing clothing, this stocky metal humanoid wields a blade that folds out for easy concealment, while its other arm ends in a high-caliber pistol built for stopping power. Constructed with protection in mind, the iron guardian puts itself between its charge and any threats, taking blows meant for them while warding off enemies who get within its reach. &lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name =Iron Guardian&lt;br /&gt;
| difficulty = 25&lt;br /&gt;
| size = 1&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor =automaton&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 12 (+2)&lt;br /&gt;
| special senses =shadowsight&lt;br /&gt;
| defense = 16&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 40&lt;br /&gt;
| strength = 15 (+5)&lt;br /&gt;
| agility = 11 (+1)&lt;br /&gt;
| intellect = 8 (-2)&lt;br /&gt;
| will = 11 (+1)&lt;br /&gt;
| speed =10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =damage from disease or poison; asleep, charmed, diseased, fatigued, frightened, poisoned&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Bodyguard|At the beginning of its turn, the iron guardian may choose one creature. While that creature is within the iron guardian&#039;s reach, the iron guardian imposes 1 bane on attacks against the chosen creature. Additionally, the iron guardian may spend a triggered action when the creature is hit by a ranged or melee attack. If it does so, the iron guardian takes the damage and any effects of the attack instead.}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Foldable Blade|(melee) +5 (2d6 damage)}}&lt;br /&gt;
{{SOTDL/Feature|Arm Pistol|(short range) +1 with 2 boons (1d6 +2 damage)}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:SOTDL Monsters|Automatons]]&lt;/div&gt;</summary>
		<author><name>Serf</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=SOTDL:Automatons&amp;diff=879</id>
		<title>SOTDL:Automatons</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=SOTDL:Automatons&amp;diff=879"/>
		<updated>2019-07-19T02:43:35Z</updated>

		<summary type="html">&lt;p&gt;Serf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right; clear:both; margin-left:0.5em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
==Automatons==&lt;br /&gt;
&lt;br /&gt;
===Hands of Iron===&lt;br /&gt;
For as long as artificers have been building automatons they have sought ways to remove the tedium and danger of manual labor with their creations. A wild array of variously useful designs were constructed, tested and discarded along the road to creating the artificial laborer. It took many years before artificers moved on from creating a general-purpose artificial person to building specialized designs that were engineered to fulfill just a few roles. These automatons were expensive to create and maintain, and remained the purview of wealthy groups doing work too dangerous or detestable for disposable living workforces. In many cases, the owners of these automatons met with untimely ends and their machines mindlessly continue their work still, their mechanical minds, never that complex, slowly degrading and making them dangerous to those who stumble upon them.&lt;br /&gt;
&lt;br /&gt;
====Driller====&lt;br /&gt;
The driller is an exceptionally simple design. A bulky, humanoid body is employed so that it may easily manipulate existing mining gear. One arm ends in a humanoid gripper, while the other terminates in a large drill. Typically found either drilling into rock or pushing loads of ore on minecarts, drillers have uncomplicated minds and follow extremely simple commands. They can, due to deterioration or misuse, be ordered into combat, where their drill arm can be used as a dangerous weapon that causes grievous, deep wounds. &lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name =Driller&lt;br /&gt;
| difficulty = 10&lt;br /&gt;
| size = 1&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor =automaton&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 5 (-5)&lt;br /&gt;
| special senses =darksight&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 25&lt;br /&gt;
| strength = 13 (+3)&lt;br /&gt;
| agility = 9 (-1)&lt;br /&gt;
| intellect = 5 (-5)&lt;br /&gt;
| will = 11 (+1)&lt;br /&gt;
| speed =10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =damage from disease or poison; asleep, charmed, diseased, fatigued, frightened, poisoned&lt;br /&gt;
| additional features =&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Fist|(melee) +3 (2d6 damage)}}&lt;br /&gt;
{{SOTDL/Feature|Drill|(melee) +3 (1d6 damage [plus Puncture])}}&lt;br /&gt;
{{SOTDL/Feature|Puncture|The target must make an Agility challenge roll. On a failure, it takes 1d6 damage and becomes impaired. If the target is already impaired, it instead takes 1d6 extra damage. The creature may take an action to end the impaired affliction. Healing any amount of damage also ends the impaired affliction.}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Oreseeker====&lt;br /&gt;
A small and simple automaton, the oreseeker, as its namesake suggests, seeks out ore and processes it on site. Roughly a foot in diameter, standing upon four thick metal legs, this machine&#039;s underside opens up to reveal a set of grinding teeth that the oreseeker uses to pulverize rock and ore. Mounted on the oreseeker&#039;s back is a small harpoon gun. Using the harpoon gun to scale vertical surfaces or to reach distant ore seams, the oreseeker then uses its grinder to process the ore for collection by other automatons. If directed to fight, the oreseeker simply replicates this process on its enemies, spearing them with the harpoon gun, attaching to their body, and then applying its grinding mechanism to their form.&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name =Oreseeker&lt;br /&gt;
| difficulty =5 &lt;br /&gt;
| size = 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor =automaton&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 5 (-5)&lt;br /&gt;
| special senses =darksight&lt;br /&gt;
| defense = 14&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 12&lt;br /&gt;
| strength = 14 (+4)&lt;br /&gt;
| agility = 12 (+2)&lt;br /&gt;
| intellect = 5 (-5)&lt;br /&gt;
| will = 11 (+1)&lt;br /&gt;
| speed =10&lt;br /&gt;
| special movement =climber&lt;br /&gt;
| immune =damage from disease or poison; asleep, charmed, diseased, fatigued, frightened, poisoned&lt;br /&gt;
| additional features =&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Zap|(melee) +4 (1d6+1 damage)}}&lt;br /&gt;
{{SOTDL/Feature|Harpoon|(short range) +2 with 1 boon (1d6 damage plus Attach)}}&lt;br /&gt;
{{SOTDL/Feature|Attach|The target must make an Agility challenge roll with 1 bane. On a failure, the oreseeker attaches itself to them. They are slowed, and when they move the oreseeker is moved with them. The affected creature or an adjacent ally can make a Strength challenge roll to remove the oreseeker, placing it in an adjacent space.}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Grind|The oreseeker deals 2d6 damage to a target it is attached to.}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==War Machines==&lt;br /&gt;
While some tinkerers sought to remove people from the unenviable position of heavy labor, others toiled to change the shape of the battlefield. They envisioned legions of gleaming metal soldiers arranged in neat rows, marching into a bloodless carnage while their controllers watched from afar. The reality has been far from this utopian vision. Designing machines that kill has long been easier than making machines that work, and from the beginning these murderous machines have been highly effective relative to conventional soldiers. Baroque in construction and expensive in the extreme, war machines rarely fight one another, instead they are more often deployed against flesh and blood soldiers. Unlike the original artificers&#039; vision of clean and orderly combat, this has always resulted in horrific injuries and messy deaths for the conventional troops. War machines rarely lose, but at the same time their heightened degree of independence and more complex design leads to them going haywire at higher rates than other automatons. A war machine that has gone rogue can be extremely dangerous, and oftentimes their irresponsible owners simply let them go rather than risk other investments to destroy them.&lt;br /&gt;
&lt;br /&gt;
====Iron Guardian====&lt;br /&gt;
Designed for operation in populated areas and in close quarters with people, the iron guardian pattern is focused on preventing violence rather than dispensing it. Often dressed in concealing clothing, this stocky metal humanoid wields a blade that folds out for easy concealment, while its other arm ends in a high-caliber pistol built for stopping power. Constructed with protection in mind, the iron guardian puts itself between its charge and any threats, taking blows meant for them while warding off enemies who get within its reach. &lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name =Iron Guardian&lt;br /&gt;
| difficulty = 25&lt;br /&gt;
| size = 1&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor =automaton&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 12 (+2)&lt;br /&gt;
| special senses =shadowsight&lt;br /&gt;
| defense = 16&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 40&lt;br /&gt;
| strength = 15 (+5)&lt;br /&gt;
| agility = 11 (+1)&lt;br /&gt;
| intellect = 8 (-2)&lt;br /&gt;
| will = 11 (+1)&lt;br /&gt;
| speed =10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =damage from disease or poison; asleep, charmed, diseased, fatigued, frightened, poisoned&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Bodyguard|At the beginning of its turn, the iron guardian may choose one creature. While that creature is within the iron guardian&#039;s reach, the iron guardian imposes 1 bane on attacks against the chosen creature. Additionally, the iron guardian may spend a triggered action when the creature is hit by a ranged or melee attack. If it does so, the iron guardian takes the damage and any effects of the attack instead.}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Foldable Blade|(melee) +5 (2d6 damage)}}&lt;br /&gt;
{{SOTDL/Feature|Arm Pistol|(short range) +1 with 2 boons (1d6 +2 damage)}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:SOTDL Monsters|Automatons]]&lt;/div&gt;</summary>
		<author><name>Serf</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=SOTDL:Automatons&amp;diff=878</id>
		<title>SOTDL:Automatons</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=SOTDL:Automatons&amp;diff=878"/>
		<updated>2019-07-19T01:47:33Z</updated>

		<summary type="html">&lt;p&gt;Serf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right; clear:both; margin-left:0.5em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
==Automatons==&lt;br /&gt;
&lt;br /&gt;
===Hands of Iron===&lt;br /&gt;
For as long as artificers have been building automatons they have sought ways to remove the tedium and danger of manual labor with their creations. A wild array of variously useful designs were constructed, tested and discarded along the road to creating the artificial laborer. It took many years before artificers moved on from creating a general-purpose artificial person to building specialized designs that were engineered to fulfill just a few roles. These automatons were expensive to create and maintain, and remained the purview of wealthy groups doing work too dangerous or detestable for disposable living workforces. In many cases, the owners of these automatons met with untimely ends and their machines mindlessly continue their work still, their mechanical minds, never that complex, slowly degrading and making them dangerous to those who stumble upon them.&lt;br /&gt;
&lt;br /&gt;
====Driller====&lt;br /&gt;
The driller is an exceptionally simple design. A bulky, humanoid body is employed so that it may easily manipulate existing mining gear. One arm ends in a humanoid gripper, while the other terminates in a large drill. Typically found either drilling into rock or pushing loads of ore on minecarts, drillers have uncomplicated minds and follow extremely simple commands. They can, due to deterioration or misuse, be ordered into combat, where their drill arm can be used as a dangerous weapon that causes grievous, deep wounds. &lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name =Driller&lt;br /&gt;
| difficulty = 10&lt;br /&gt;
| size = 1&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor =automaton&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 5 (-5)&lt;br /&gt;
| special senses =darksight&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 25&lt;br /&gt;
| strength = 13 (+3)&lt;br /&gt;
| agility = 9 (-1)&lt;br /&gt;
| intellect = 5 (-5)&lt;br /&gt;
| will = 11 (+1)&lt;br /&gt;
| speed =10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =damage from disease or poison; asleep, charmed, diseased, fatigued, frightened, poisoned&lt;br /&gt;
| additional features =&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Fist|(melee) +3 (2d6 damage)}}&lt;br /&gt;
{{SOTDL/Feature|Drill|(melee) +3 (1d6 damage [plus Puncture])}}&lt;br /&gt;
{{SOTDL/Feature|Puncture|The target must make an Agility challenge roll. On a failure, it takes 1d6 damage and becomes impaired. If the target is already impaired, it instead takes 1d6 extra damage. The creature may take an action to end the impaired affliction. Healing any amount of damage also ends the impaired affliction.}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Oreseeker====&lt;br /&gt;
A small and simple automaton, the oreseeker, as its namesake suggests, seeks out ore and processes it on site. Roughly a foot in diameter, standing upon four thick metal legs, this machine&#039;s underside opens up to reveal a set of grinding teeth that the oreseeker uses to pulverize rock and ore. Mounted on the oreseeker&#039;s back is a small harpoon gun. Using the harpoon gun to scale vertical surfaces or to reach distant ore seams, the oreseeker then uses its grinder to process the ore for collection by other automatons. If directed to fight, the oreseeker simply replicates this process on its enemies, spearing them with the harpoon gun, attaching to their body, and then applying its grinding mechanism to their form.&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name =Oreseeker&lt;br /&gt;
| difficulty =5 &lt;br /&gt;
| size = 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor =automaton&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 5 (-5)&lt;br /&gt;
| special senses =darksight&lt;br /&gt;
| defense = 14&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 12&lt;br /&gt;
| strength = 14 (+4)&lt;br /&gt;
| agility = 12 (+2)&lt;br /&gt;
| intellect = 5 (-5)&lt;br /&gt;
| will = 11 (+1)&lt;br /&gt;
| speed =10&lt;br /&gt;
| special movement =climber&lt;br /&gt;
| immune =damage from disease or poison; asleep, charmed, diseased, fatigued, frightened, poisoned&lt;br /&gt;
| additional features =&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Zap|(melee) +4 (1d6+1 damage)}}&lt;br /&gt;
{{SOTDL/Feature|Harpoon|(short range) +2 with 1 boon (1d6 damage plus Attach)}}&lt;br /&gt;
{{SOTDL/Feature|Attach|The target must make an Agility challenge roll with 1 bane. On a failure, the oreseeker attaches itself to them. They are slowed, and when they move the oreseeker is moved with them. The affected creature or an adjacent ally can make a Strength challenge roll to remove the oreseeker, placing it in an adjacent space.}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Grind|The oreseeker deals 2d6 damage to a target it is attached to.}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:SOTDL Monsters|Automatons]]&lt;/div&gt;</summary>
		<author><name>Serf</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=SOTDL:Automatons&amp;diff=874</id>
		<title>SOTDL:Automatons</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=SOTDL:Automatons&amp;diff=874"/>
		<updated>2019-07-18T22:59:55Z</updated>

		<summary type="html">&lt;p&gt;Serf: Created page with &amp;quot;{{SOTDL/Creature | creature name =Tin Man | difficulty = 10 | size = 1 | frightening = | descriptor =automaton | special = | perception = 5 (-5) | special senses =darksight |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SOTDL/Creature&lt;br /&gt;
| creature name =Tin Man&lt;br /&gt;
| difficulty = 10&lt;br /&gt;
| size = 1&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor =automaton&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 5 (-5)&lt;br /&gt;
| special senses =darksight&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 25&lt;br /&gt;
| strength = 13 (+3)&lt;br /&gt;
| agility = 9 (-1)&lt;br /&gt;
| intellect = 5 (-5)&lt;br /&gt;
| will = 11 (+1)&lt;br /&gt;
| speed =10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =damage from disease or poison; asleep, charmed, diseased, fatigued, frightened, poisoned&lt;br /&gt;
| additional features =&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Fist|(melee) +3 (2d6 damage)}}&lt;br /&gt;
{{SOTDL/Feature|Drill|(melee) +3 (1d6 damage [plus Puncture])}}&lt;br /&gt;
{{SOTDL/Feature|Puncture|The target must make an Agility challenge roll. On a failure, it takes 1d6 damage and becomes impaired. If the target is already impaired, it instead takes 1d6 extra damage. The creature may take an action to end the impaired affliction. Healing any amount of damage also ends the impaired affliction.}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name =Orebot&lt;br /&gt;
| difficulty =5 &lt;br /&gt;
| size = 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor =automaton&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 5 (-5)&lt;br /&gt;
| special senses =darksight&lt;br /&gt;
| defense = 14&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 12&lt;br /&gt;
| strength = 14 (+4)&lt;br /&gt;
| agility = 12 (+2)&lt;br /&gt;
| intellect = 5 (-5)&lt;br /&gt;
| will = 11 (+1)&lt;br /&gt;
| speed =10&lt;br /&gt;
| special movement =climber&lt;br /&gt;
| immune =damage from disease or poison; asleep, charmed, diseased, fatigued, frightened, poisoned&lt;br /&gt;
| additional features =&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Zap|(melee) +4 (1d6+1 damage)}}&lt;br /&gt;
{{SOTDL/Feature|Harpoon|(short range) +2 with 1 boon (1d6 damage plus Attach)}}&lt;br /&gt;
{{SOTDL/Feature|Attach|The target must make an Agility challenge roll with 1 bane. On a failure, the orebot attaches itself to them. They are slowed, and when they move the orebot is moved with them. The affected creature or an adjacent ally can make a Strength challenge roll to remove the orebot, placing it in an adjacent space.}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Grind|The orebot deals 2d6 damage to a target it is attached to.}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Serf</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=User:Serf&amp;diff=860</id>
		<title>User:Serf</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=User:Serf&amp;diff=860"/>
		<updated>2019-07-17T12:22:57Z</updated>

		<summary type="html">&lt;p&gt;Serf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I play RPGs and I&#039;m literally a communist&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Spell&lt;br /&gt;
| spell name = Automatic Writing&lt;br /&gt;
| tradition = Information&lt;br /&gt;
| spell type = Utility&lt;br /&gt;
| spell rank = 0&lt;br /&gt;
| requirement =&lt;br /&gt;
| target = One blank sheaf of papers, book or other writable surface you can reach.&lt;br /&gt;
| area =&lt;br /&gt;
| duration = 1 hour&lt;br /&gt;
| description = For the duration, the caster may transcribe their thoughts onto the target in any language that they know. This text may be changed or edited until the spell ends.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Club sotdl attack test&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;amp;{template:default} {{name=Club}} {{melee}} {{attack=[[1d20 + 2 + [[?{Boons? | 0,0 | 1,1 | 2,2 | 3,3 | 4,4 | 5,5 | 6,6 } - ?{Banes? | 0,0 | 1,1 | 2,2 | 3,3 | 4,4 | 5,5 | 6,6 } ]]d6kh1]]}} {{damage=[[1d6]]}} {{effects=[[2d6]] damage against surprised targets}}&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Serf</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=SOTDL:Pig&amp;diff=852</id>
		<title>SOTDL:Pig</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=SOTDL:Pig&amp;diff=852"/>
		<updated>2019-07-16T11:50:50Z</updated>

		<summary type="html">&lt;p&gt;Serf: Created page with &amp;quot;{{SOTDL/Creature | creature name =Pig | difficulty = 10 | size = 1 | frightening = | descriptor =humanoid | special = | perception = 12 (+2) | special senses = | defense = 14...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SOTDL/Creature&lt;br /&gt;
| creature name =Pig&lt;br /&gt;
| difficulty = 10&lt;br /&gt;
| size = 1&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor =humanoid&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 12 (+2)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 14&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 20&lt;br /&gt;
| strength = 13 (+3)&lt;br /&gt;
| agility = 12 (+2)&lt;br /&gt;
| intellect = 8 (-2)&lt;br /&gt;
| will = 9 (-1)&lt;br /&gt;
| speed =10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Pack Tactics|When two or more Pigs are within reach of the same creature, they take 1 boon on attack rolls against that creature.}}&lt;br /&gt;
{{SOTDL/Feature|Cowardly|If outnumbered, Pigs must make a Will challenge roll in order to not flee. Whenever a Pig is killed, all Pigs that can see it happen must make a Will challenge roll with 1 bane. On a failure, they flee.}}&lt;br /&gt;
{{SOTDL/Feature|Smells Like Bacon|The thick stench of Pigs grants 2 boons on Perception challenge rolls to detect their presence.}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Baton|(melee) +3 with 1 boon (1d6+1 damage plus Grabbed)}}&lt;br /&gt;
{{SOTDL/Feature|Pistol/Hand Crossbow|(short range) +2 with 1 boon (1d6+2 damage)}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Arrest|The Pig chooses a target that it has Grabbed and makes a Strength challenge roll against the target&#039;s Agility. On a success, the target is Immobilized and Impaired. On its turn, creatures affected by this attack may make a Strength challenge roll with 2 banes. On a success, the afflictions end. Additionally, each Pig carries a set of keys, and a creature with these keys may end these afflictions on itself or another target within reach by using an action.}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:SOTDL Monsters|Pig]]&lt;/div&gt;</summary>
		<author><name>Serf</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=SOTDL:Spiderado&amp;diff=851</id>
		<title>SOTDL:Spiderado</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=SOTDL:Spiderado&amp;diff=851"/>
		<updated>2019-07-16T11:34:42Z</updated>

		<summary type="html">&lt;p&gt;Serf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SOTDL/Creature&lt;br /&gt;
| creature name =Spiderado&lt;br /&gt;
| difficulty = 25&lt;br /&gt;
| size = 2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = Spider&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 16 (+6)&lt;br /&gt;
| special senses =darksight&lt;br /&gt;
| defense = 15&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 30&lt;br /&gt;
| strength = 13 (+3)&lt;br /&gt;
| agility = 14 (+4)&lt;br /&gt;
| intellect = 11 (+1)&lt;br /&gt;
| will = 10 (+0)&lt;br /&gt;
| speed =14&lt;br /&gt;
| special movement =climber&lt;br /&gt;
| immune =poison&lt;br /&gt;
| additional features =&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Fangs|(melee) +3 with 1 boon (1d6 plus &#039;&#039;&#039;Poison&#039;&#039;&#039;)}}&lt;br /&gt;
{{SOTDL/Feature|Poison|The target must make a Strength challenge roll. On a failure, it takes 1d6 damage and becomes poisoned for 1 minute. If the target is already poisoned, it instead takes 1d6 extra damage.}}&lt;br /&gt;
{{SOTDL/Feature|Pistol|(short range) +4 with 1 boon (1d6+2)}}&lt;br /&gt;
{{SOTDL/Feature|Boomstick|(cone 3) +4 with 1 boon (2d6+3)}}&lt;br /&gt;
{{SOTDL/Feature|Rifle|(long range) +4 with 1 boon (2d6+1)}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Double Attack|The Spiderado makes an attack with its Fangs and one of its loaded guns.}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
{{SOTDL/Feature|Multi-Limbed Mastery|The Spiderado reloads one of its guns as a free action.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name =Spiderado Fateweaver&lt;br /&gt;
| difficulty = 25&lt;br /&gt;
| size = 2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor =spider&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 17 (+7)&lt;br /&gt;
| special senses =darksight&lt;br /&gt;
| defense = 14&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 30&lt;br /&gt;
| strength = 10 (+0)&lt;br /&gt;
| agility = 13 (+3)&lt;br /&gt;
| intellect = 14 (+4)&lt;br /&gt;
| will = 12 (+2)&lt;br /&gt;
| speed =10&lt;br /&gt;
| special movement =climber&lt;br /&gt;
| immune =poison&lt;br /&gt;
| additional features =&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Fangs|(melee) +0 with 1 boon (1d6 damage plus Poison)}}&lt;br /&gt;
{{SOTDL/Feature|Poison|The target must make a Strength challenge roll. On a failure, it takes 1d6 damage and becomes poisoned for 1 minute. If the target is already poisoned, it instead takes 1d6 extra damage.}}&lt;br /&gt;
{{SOTDL/Feature|Pistol|(short range) +3 with 1 boon (1d6+2)}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
{{SOTDL/Feature|Spell Recovery|The Spiderado Fateweaver can use an action to heal 7 damage and regain one casting of an expended spell it knows. Once it uses this talent, it cannot use it again until it completes a rest.}}&lt;br /&gt;
| magic =&lt;br /&gt;
{{SOTDL/Feature|Power|2}}}&lt;br /&gt;
{{SOTDL/Feature|Enchantment|&#039;&#039;Bewitch&#039;&#039; (3), &#039;&#039;Charm&#039;&#039; (2), &#039;&#039;Command&#039;&#039; (2)}}&lt;br /&gt;
{{SOTDL/Feature|Teleportation|&#039;&#039;Division&#039;&#039; (2), &#039;&#039;Swap&#039;&#039; (2), &#039;&#039;Shortcut&#039;&#039; (1)}}&lt;br /&gt;
| end of the round =&lt;br /&gt;
{{SOTDL/Feature|Multi-Limbed Mastery|The Spiderado reloads one of its guns as a free action.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:SOTDL Monsters|Spiderado]]&lt;/div&gt;</summary>
		<author><name>Serf</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=SOTDL:Myconic&amp;diff=822</id>
		<title>SOTDL:Myconic</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=SOTDL:Myconic&amp;diff=822"/>
		<updated>2019-07-15T03:32:10Z</updated>

		<summary type="html">&lt;p&gt;Serf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right; clear:both; margin-left:0.5em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
== Myconics ==&lt;br /&gt;
&lt;br /&gt;
=== Huge Myconic ===&lt;br /&gt;
&lt;br /&gt;
The largest animals take the longest to infest, but provide the most useful platforms for further infestation. By the time a myconic outbreak is converting creatures of this scale, the only recourse is usually going to be aerial bombing or chemical attacks. The huge myconics are creatures like behemoths, dinosaurs, colossi and rocs. Other times, these walking fungal infections are grown entirely from converted organic mass. Arms and legs and faces of hundreds of assimilated creatures can be seen dangling from these masses of spongy fungal material as they lumber across the land, spurting out clouds of choking spores to spread the infection.&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Huge Myconic&lt;br /&gt;
| difficulty = 100&lt;br /&gt;
| size = 3 or larger&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 12 (+2)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 11&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 100&lt;br /&gt;
| strength = 16 (+6)&lt;br /&gt;
| agility = 10 (+0)&lt;br /&gt;
| intellect = 10 (+0)&lt;br /&gt;
| will = 12 (+2)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Natural Weapon|(melee) +6 with 1 boon (4d6 plus &#039;&#039;&#039;Myconic Infection&#039;&#039;&#039;)}}&lt;br /&gt;
{{SOTDL/Feature|Myconic Infection|The target must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Expel Spores|The huge myconic expels spores from its spongy skin. Every creature within short range that is not wearing a gas mask or other protective facial covering is subject to Myconic Infection.}}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Large Myconic ===&lt;br /&gt;
&lt;br /&gt;
Large myconics are a common sight in lands overtaken by the infestation. Once they were ogres, chimeras, drakes, or even masses of pure fungal matter risen up and and made to walk the land. They are often used as shock troops, fighting on the front lines of myconic invasions to spread the infection and kill enemies faster in order to convert them more quickly into allies.&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Large Myconic&lt;br /&gt;
| difficulty = 50&lt;br /&gt;
| size = 2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 12 (+2)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 12&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 60&lt;br /&gt;
| strength = 15 (+5)&lt;br /&gt;
| agility = 11 (+1)&lt;br /&gt;
| intellect = 10 (+0)&lt;br /&gt;
| will = 14 (+4)&lt;br /&gt;
| speed =&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Natural Weapon|(melee) +5 with 2 boons (2d6 plus &#039;&#039;&#039;Myconic Infection&#039;&#039;&#039;)}}}&lt;br /&gt;
{{SOTDL/Feature|Myconic Infection|The target must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Expel Spores|The large myconic expels spores from its spongy skin. Every creature within short range that is not wearing a gas mask or other protective facial covering is subject to Myconic Infection.}}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Medium Myconic ===&lt;br /&gt;
&lt;br /&gt;
The backbone of a myconic infestation, these mycons are the most commonly-encountered form. Usually they were humans, elves or orcs before being infested, but now they are swollen with pods of spores and their skin is soft and sallow, sagging off of their bloated forms. Their eyes have gone milky white but still retain a sort of intelligence that never seen to be focused, but lurks all around. Too broken or far gone to be used as true soldiers, these mycons are sent in as cannon fodder to infect others and bog down the enemy while more capable mycons can move into place.&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Medium Myconic&lt;br /&gt;
| difficulty = 25&lt;br /&gt;
| size = 1&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 12 (+2)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 20&lt;br /&gt;
| strength = 13 (+3)&lt;br /&gt;
| agility = 9 (-1)&lt;br /&gt;
| intellect = 10 (+0)&lt;br /&gt;
| will = 13 (+3)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Natural Weapon|(melee) +3 with 1 boon (1d6+2 plus &#039;&#039;&#039;Myconic Infection&#039;&#039;&#039;)}}}&lt;br /&gt;
{{SOTDL/Feature|Myconic Infection|The target must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Expel Spores|The medium myconic expels spores from its spongy skin. Every creature within short range that is not wearing a gas mask or other protective facial covering is subject to Myconic Infection.}}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Small Myconic ===&lt;br /&gt;
&lt;br /&gt;
Consisting of infested goblins, kobolds, dwarves and others, the small myconics are the most numerous of the mobile mycons, swarming over the land, expelling spores and drowning their enemies in waves of fungal matter. With little regard for individual lives, the small myconics will wedge themselves into small spaces or scale barricades with their own destroyed bodies.&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Small Myconic&lt;br /&gt;
| difficulty = 10&lt;br /&gt;
| size = 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 11 (+1)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 15&lt;br /&gt;
| strength = 12 (+2)&lt;br /&gt;
| agility = 8 (-2)&lt;br /&gt;
| intellect = 10 (+0)&lt;br /&gt;
| will = 12 (+2)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Natural Weapon|(melee) +2 with 1 boon (1d6+ plus &#039;&#039;&#039;Myconic Infection&#039;&#039;&#039;)}}}&lt;br /&gt;
{{SOTDL/Feature|Myconic Infection|The target must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Expel Spores|The small myconic expels spores from its spongy skin. Every creature within short range that is not wearing a gas mask or other protective facial covering is subject to Myconic Infection.}}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Myconic Soldiers ==&lt;br /&gt;
&lt;br /&gt;
When the myconic infestation comes across a problem that it can’t solve with brute force, it creates soldiers. Well-preserved infested or new infectees can be manipulated, the growth of the fungus controlled and measured to leave them with more of their faculties intact that one would normally expect. These beings wield weapons and spells, if they had the talent beforehand. These special troops are used to handle special problems, such as fortresses, well-equipped soldiers standing in the path of the infection, or bands of adventurers striking into the heart of myconic territory.&lt;br /&gt;
&lt;br /&gt;
=== Myconic Soldier ===&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Myconic Soldier&lt;br /&gt;
| difficulty = 1&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 10 (+0)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 12&lt;br /&gt;
| strength = 12 (+2)&lt;br /&gt;
| agility = 11 (+1)&lt;br /&gt;
| intellect = 10 (+0)&lt;br /&gt;
| will = 9 (-1)&lt;br /&gt;
| speed =&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Spore Explosion|When a mycon soldier becomes incapacitated, it explodes, releasing a cloud of sickly spores that spread through a sphere with a 2-yard radius centered on its corpse and dissipates at the end of the round. Any creature inside without a gas mask or other protective facial covering must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Blade|(melee) +2 (1d6+1)}}}&lt;br /&gt;
{{SOTDL/Feature|Pistol|(short range) +1 (1d6)}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Myconic Sergeant ===&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Mycon Sergeant&lt;br /&gt;
| difficulty = 10&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 11 (+1)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 15&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 15&lt;br /&gt;
| strength = 13 (+3)&lt;br /&gt;
| agility = 11 (+1)&lt;br /&gt;
| intellect = 11 (+1)&lt;br /&gt;
| will = 11 (+1)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Coordination|Other mycons within medium range of the mycon sergeant make attack rolls with 1 boon.}}}&lt;br /&gt;
{{SOTDL/Feature|Spore Explosion|When a mycon sergeant becomes incapacitated, it explodes, releasing a cloud of sickly spores that spread through a sphere with a 2-yard radius centered on its corpse and dissipates at the end of the round. Any creature inside without a gas mask or other protective facial covering must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Blade|(melee) +3 (1d6+2)}}}&lt;br /&gt;
{{SOTDL/Feature|Pistol|(short range) +1 (1d6+1)}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mycon Mage ===&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Mycon Mage&lt;br /&gt;
| difficulty = 25&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 12 (+2)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 16&lt;br /&gt;
| strength = 10 (+0)&lt;br /&gt;
| agility = 11 (+1)&lt;br /&gt;
| intellect = 12 (+2)&lt;br /&gt;
| will = 13 (+3)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Spell Recovery|The mycon mage can use an action to heal damage equal to its healing rate and regain one expended casting of a spell it has learned. Once it uses this talent, it cannot use it again until after it complete a rest.}}}&lt;br /&gt;
{{SOTDL/Feature|Spore Explosion|When a mycon mage becomes incapacitated, it explodes, releasing a cloud of sickly spores that spread through a sphere with a 2-yard radius centered on its corpse and dissipates at the end of the round. Any creature inside without a gas mask or other protective facial covering must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Staff|(melee) +0 with 1 boon (1d3+1)}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
{{SOTDL/Feature|Power|1}}}&lt;br /&gt;
{{SOTDL/Feature|Telepathy|&#039;&#039;Sense Thoughts&#039;&#039; (2), &#039;&#039;Mind Stab&#039;&#039; (1)}}&lt;br /&gt;
{{SOTDL/Feature|Enchantment|&#039;&#039;Bewitch&#039;&#039; (2), &#039;&#039;Command&#039;&#039; (1), &#039;&#039;Question&#039;&#039; (1)}}&lt;br /&gt;
{{SOTDL/Feature|Arcana|&#039;&#039;Arcane Armor&#039;&#039; (2)}}&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mycon Hulk ===&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Mycon Hulk&lt;br /&gt;
| difficulty = 50&lt;br /&gt;
| size = 2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 15 (+5)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 15&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 45&lt;br /&gt;
| strength = 15 (+5)&lt;br /&gt;
| agility = 10 (+0)&lt;br /&gt;
| intellect = 11 (+1)&lt;br /&gt;
| will = 9 (-1)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Spore Explosion|When a mycon hulk becomes incapacitated, it explodes, releasing a cloud of sickly spores that spread through a sphere with a 2-yard radius centered on its corpse and dissipates at the end of the round. Any creature inside without a gas mask or other protective facial covering must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Giant Club|(melee) +5 with 1 boon (2d6+3)}}}&lt;br /&gt;
{{SOTDL/Feature|Big Kick|(melee) +5 (1d6+2 and the target is knocked Prone.)}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mycon Juggernaut ===&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Mycon Juggernaut&lt;br /&gt;
| difficulty = 100&lt;br /&gt;
| size = 3&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 11 (+1)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 15&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 80&lt;br /&gt;
| strength = 16 (+6)&lt;br /&gt;
| agility = 10 (+0)&lt;br /&gt;
| intellect = 11 (+1)&lt;br /&gt;
| will = 9 (-1)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Spore Explosion|When a mycon juggernaut becomes incapacitated, it explodes, releasing a cloud of sickly spores that spread through a sphere with a 2-yard radius centered on its corpse and dissipates at the end of the round. Any creature inside without a gas mask or other protective facial covering must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Uprooted Tree|(melee) +6 with 1 boon (3d6+2)}}}&lt;br /&gt;
{{SOTDL/Feature|Cannon|(long rang) +0 with 2 boons (4d6}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Myconic Nodes ==&lt;br /&gt;
&lt;br /&gt;
The nodes are the control points of the myconic infection. From the nodes flows the control and power of the mycons. They house brain tissue and ganglia, giving them incredible intelligence and the ability to cast magic. All mycons are connected, and the nodes give the commands. This distributed intelligence allows them to share the ability to cast spells. Any mycon connected to an active node gains the ability to use the magic of the node. The mycons generally grow nodes on the front lines, expanding the range of their controlled soldiers and infested. The magical power they wield is considerable and can turn the tide of a battle.&lt;br /&gt;
&lt;br /&gt;
=== Small Node ===&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Small Node&lt;br /&gt;
| difficulty = 25&lt;br /&gt;
| size = 1&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 16 (+6)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 10&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 20&lt;br /&gt;
| strength = - (-)&lt;br /&gt;
| agility = - (-)&lt;br /&gt;
| intellect = 15 (+5)&lt;br /&gt;
| will = 14 (+4)&lt;br /&gt;
| speed = 0&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Spell Recovery|The mycon mage can use an action to heal damage equal to its healing rate and regain one expended casting of a spell it has learned. Once it uses this talent, it cannot use it again until after it complete a rest.}}}&lt;br /&gt;
{{SOTDL/Feature|Coordination|Other mycons within medium range of the small node make attack rolls with 1 boon.}}}&lt;br /&gt;
{{SOTDL/Feature|Hive Mind|The small node may cast any spell it knows through the body of any mycon with 1 mile of its location. This uses an action for both the node and the connected mycon.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
{{SOTDL/Feature|Power|1}}}&lt;br /&gt;
{{SOTDL/Feature|Telepathy|&#039;&#039;Sense Thoughts&#039;&#039; (2), &#039;&#039;Mind Stab&#039;&#039; (1)}}&lt;br /&gt;
{{SOTDL/Feature|Enchantment|&#039;&#039;Bewitch&#039;&#039; (2), &#039;&#039;Command&#039;&#039; (1), &#039;&#039;Question&#039;&#039; (1)}}&lt;br /&gt;
{{SOTDL/Feature|Telekinesis|&#039;&#039;Forceful Push&#039;&#039; (2), &#039;&#039;Mind Over Matter&#039;&#039; (2), &#039;&#039;Crush&#039;&#039; (1)}}&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Large Node ===&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Large Node&lt;br /&gt;
| difficulty = 100&lt;br /&gt;
| size = 2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 16 (+6)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 9&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 80&lt;br /&gt;
| strength = - (-)&lt;br /&gt;
| agility = - (-)&lt;br /&gt;
| intellect = 16 (+6)&lt;br /&gt;
| will = 15 (+5)&lt;br /&gt;
| speed = 0&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Spell Recovery|The mycon mage can use an action to heal damage equal to its healing rate and regain one expended casting of a spell it has learned. Once it uses this talent, it cannot use it again until after it complete a rest.}}}&lt;br /&gt;
{{SOTDL/Feature|Coordination|Other mycons within medium range of the small node make attack rolls with 1 boon.}}}&lt;br /&gt;
{{SOTDL/Feature|Counterspell|When a creature the large node can see attacks the large node or an ally with a spell, the large node can use a triggered action to counter the spell. The triggering creature makes the attack roll with 1 bane and the target of the triggering spell makes the challenge roll to resist it with 1 boon.}}}&lt;br /&gt;
{{SOTDL/Feature|Hive Mind|The small node may cast any spell it knows through the body of any mycon with 1 mile of its location. This uses an action for both the node and the connected mycon.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
{{SOTDL/Feature|Power|3}}}&lt;br /&gt;
{{SOTDL/Feature|Telepathy|&#039;&#039;Sense Thoughts&#039;&#039; (4), &#039;&#039;Mind Stab&#039;&#039; (2)}}&lt;br /&gt;
{{SOTDL/Feature|Enchantment|&#039;&#039;Bewitch&#039;&#039; (4), &#039;&#039;Command&#039;&#039; (4), &#039;&#039;Question&#039;&#039; (2)}}&lt;br /&gt;
{{SOTDL/Feature|Destruction|&#039;&#039;Rend&#039;&#039; (2), &#039;&#039;Evaporate&#039;&#039; (1)}}&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:SOTDL Monsters|Myconic]]&lt;/div&gt;</summary>
		<author><name>Serf</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=SOTDL:Myconic&amp;diff=821</id>
		<title>SOTDL:Myconic</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=SOTDL:Myconic&amp;diff=821"/>
		<updated>2019-07-15T03:23:14Z</updated>

		<summary type="html">&lt;p&gt;Serf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right; clear:both; margin-left:0.5em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
== Myconics ==&lt;br /&gt;
&lt;br /&gt;
=== Huge Myconic ===&lt;br /&gt;
&lt;br /&gt;
The largest animals take the longest to infest, but provide the most useful platforms for further infestation. By the time a myconic outbreak is converting creatures of this scale, the only recourse is usually going to be aerial bombing or chemical attacks. The huge myconics are creatures like behemoths, dinosaurs, colossi and rocs. Other times, these walking fungal infections are grown entirely from converted organic mass. Arms and legs and faces of hundreds of assimilated creatures can be seen dangling from these masses of spongy fungal material as they lumber across the land, spurting out clouds of choking spores to spread the infection.&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Huge Myconic&lt;br /&gt;
| difficulty = 100&lt;br /&gt;
| size = 3 or larger&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 12 (+2)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 11&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 100&lt;br /&gt;
| strength = 16 (+6)&lt;br /&gt;
| agility = 10 (+0)&lt;br /&gt;
| intellect = 10 (+0)&lt;br /&gt;
| will = 12 (+2)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Natural Weapon|(melee) +6 with 1 boon (4d6 plus &#039;&#039;&#039;Myconic Infection&#039;&#039;&#039;)}}&lt;br /&gt;
{{SOTDL/Feature|Myconic Infection|The target must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Expel Spores|The huge myconic expels spores from its spongy skin. Every creature within short range that is not wearing a gas mask or other protective facial covering is subject to Myconic Infection.}}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Large Myconic ===&lt;br /&gt;
&lt;br /&gt;
Large myconics are a common sight in lands overtaken by the infestation. Once they were ogres, chimeras, drakes, or even masses of pure fungal matter risen up and and made to walk the land. They are often used as shock troops, fighting on the front lines of myconic invasions to spread the infection and kill enemies faster in order to convert them more quickly into allies.&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Large Myconic&lt;br /&gt;
| difficulty = 50&lt;br /&gt;
| size = 2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 12 (+2)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 12&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 60&lt;br /&gt;
| strength = 15 (+5)&lt;br /&gt;
| agility = 11 (+1)&lt;br /&gt;
| intellect = 10 (+0)&lt;br /&gt;
| will = 14 (+4)&lt;br /&gt;
| speed =&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Natural Weapon|(melee) +5 with 2 boons (2d6 plus &#039;&#039;&#039;Myconic Infection&#039;&#039;&#039;)}}}&lt;br /&gt;
{{SOTDL/Feature|Myconic Infection|The target must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Expel Spores|The large myconic expels spores from its spongy skin. Every creature within short range that is not wearing a gas mask or other protective facial covering is subject to Myconic Infection.}}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Medium Myconic ===&lt;br /&gt;
&lt;br /&gt;
The backbone of a myconic infestation, these mycons are the most commonly-encountered form. Usually they were humans, elves or orcs before being infested, but now they are swollen with pods of spores and their skin is soft and sallow, sagging off of their bloated forms. Their eyes have gone milky white but still retain a sort of intelligence that never seen to be focused, but lurks all around. Too broken or far gone to be used as true soldiers, these mycons are sent in as cannon fodder to infect others and bog down the enemy while more capable mycons can move into place.&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Medium Myconic&lt;br /&gt;
| difficulty = 25&lt;br /&gt;
| size = 1&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 12 (+2)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 20&lt;br /&gt;
| strength = 13 (+3)&lt;br /&gt;
| agility = 9 (-1)&lt;br /&gt;
| intellect = 10 (+0)&lt;br /&gt;
| will = 13 (+3)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Natural Weapon|(melee) +3 with 1 boon (1d6+2 plus &#039;&#039;&#039;Myconic Infection&#039;&#039;&#039;)}}}&lt;br /&gt;
{{SOTDL/Feature|Myconic Infection|The target must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Expel Spores|The medium myconic expels spores from its spongy skin. Every creature within short range that is not wearing a gas mask or other protective facial covering is subject to Myconic Infection.}}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Small Myconic ===&lt;br /&gt;
&lt;br /&gt;
Consisting of infested goblins, kobolds, dwarves and others, the small myconics are the most numerous of the mobile mycons, swarming over the land, expelling spores and drowning their enemies in waves of fungal matter. With little regard for individual lives, the small myconics will wedge themselves into small spaces or scale barricades with their own destroyed bodies.&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Small Myconic&lt;br /&gt;
| difficulty = 10&lt;br /&gt;
| size = 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 11 (+1)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 15&lt;br /&gt;
| strength = 12 (+2)&lt;br /&gt;
| agility = 8 (-2)&lt;br /&gt;
| intellect = 10 (+0)&lt;br /&gt;
| will = 12 (+2)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Natural Weapon|(melee) +2 with 1 boon (1d6+ plus &#039;&#039;&#039;Myconic Infection&#039;&#039;&#039;)}}}&lt;br /&gt;
{{SOTDL/Feature|Myconic Infection|The target must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Expel Spores|The small myconic expels spores from its spongy skin. Every creature within short range that is not wearing a gas mask or other protective facial covering is subject to Myconic Infection.}}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Myconic Soldiers ==&lt;br /&gt;
&lt;br /&gt;
When the myconic infestation comes across a problem that it can’t solve with brute force, it creates soldiers. Well-preserved infested or new infectees can be manipulated, the growth of the fungus controlled and measured to leave them with more of their faculties intact that one would normally expect. These beings wield weapons and spells, if they had the talent beforehand. These special troops are used to handle special problems, such as fortresses, well-equipped soldiers standing in the path of the infection, or bands of adventurers striking into the heart of myconic territory.&lt;br /&gt;
&lt;br /&gt;
=== Myconic Soldier ===&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Myconic Soldier&lt;br /&gt;
| difficulty = 1&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 10 (+0)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 12&lt;br /&gt;
| strength = 12 (+2)&lt;br /&gt;
| agility = 11 (+1)&lt;br /&gt;
| intellect = 10 (+0)&lt;br /&gt;
| will = 9 (-1)&lt;br /&gt;
| speed =&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Spore Explosion|When a mycon soldier becomes incapacitated, it explodes, releasing a cloud of sickly spores that spread through a sphere with a 2-yard radius centered on its corpse and dissipates at the end of the round. Any creature inside without a gas mask or other protective facial covering must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Blade|(melee) +2 (1d6+1)}}}&lt;br /&gt;
{{SOTDL/Feature|Pistol|(short range) +1 (1d6)}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Myconic Sergeant ===&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Mycon Sergeant&lt;br /&gt;
| difficulty = 10&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 11 (+1)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 15&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 15&lt;br /&gt;
| strength = 13 (+3)&lt;br /&gt;
| agility = 11 (+1)&lt;br /&gt;
| intellect = 11 (+1)&lt;br /&gt;
| will = 11 (+1)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Coordination|Other mycons within medium range of the mycon sergeant make attack rolls with 1 boon.}}}&lt;br /&gt;
{{SOTDL/Feature|Spore Explosion|When a mycon soldier becomes incapacitated, it explodes, releasing a cloud of sickly spores that spread through a sphere with a 2-yard radius centered on its corpse and dissipates at the end of the round. Any creature inside without a gas mask or other protective facial covering must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Blade|(melee) +3 (1d6+2)}}}&lt;br /&gt;
{{SOTDL/Feature|Pistol|(short range) +1 (1d6+1)}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mycon Mage ===&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Mycon Mage&lt;br /&gt;
| difficulty = 25&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 12 (+2)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 16&lt;br /&gt;
| strength = 10 (+0)&lt;br /&gt;
| agility = 11 (+1)&lt;br /&gt;
| intellect = 12 (+2)&lt;br /&gt;
| will = 13 (+3)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Spell Recovery|The mycon mage can use an action to heal damage equal to its healing rate and regain one expended casting of a spell it has learned. Once it uses this talent, it cannot use it again until after it complete a rest.}}}&lt;br /&gt;
{{SOTDL/Feature|Spore Explosion|When a mycon soldier becomes incapacitated, it explodes, releasing a cloud of sickly spores that spread through a sphere with a 2-yard radius centered on its corpse and dissipates at the end of the round. Any creature inside without a gas mask or other protective facial covering must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Staff|(melee) +0 with 1 boon (1d3+1)}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
{{SOTDL/Feature|Power|1}}}&lt;br /&gt;
{{SOTDL/Feature|Telepathy|&#039;&#039;Sense Thoughts&#039;&#039; (2), &#039;&#039;Mind Stab&#039;&#039; (1)}}&lt;br /&gt;
{{SOTDL/Feature|Enchantment|&#039;&#039;Bewitch&#039;&#039; (2), &#039;&#039;Command&#039;&#039; (1), &#039;&#039;Question&#039;&#039; (1)}}&lt;br /&gt;
{{SOTDL/Feature|Arcana|&#039;&#039;Arcane Armor&#039;&#039; (2)}}&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mycon Hulk ===&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Mycon Hulk&lt;br /&gt;
| difficulty = 50&lt;br /&gt;
| size = 2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 15 (+5)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 15&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 45&lt;br /&gt;
| strength = 15 (+5)&lt;br /&gt;
| agility = 10 (+0)&lt;br /&gt;
| intellect = 11 (+1)&lt;br /&gt;
| will = 9 (-1)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Spore Explosion|When a mycon soldier becomes incapacitated, it explodes, releasing a cloud of sickly spores that spread through a sphere with a 2-yard radius centered on its corpse and dissipates at the end of the round. Any creature inside without a gas mask or other protective facial covering must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Giant Club|(melee) +5 with 1 boon (2d6+3)}}}&lt;br /&gt;
{{SOTDL/Feature|Big Kick|(melee) +5 (1d6+2 and the target is knocked Prone.)}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mycon Juggernaut ===&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Mycon Juggernaut&lt;br /&gt;
| difficulty = 100&lt;br /&gt;
| size = 3&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 11 (+1)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 15&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 80&lt;br /&gt;
| strength = 16 (+6)&lt;br /&gt;
| agility = 10 (+0)&lt;br /&gt;
| intellect = 11 (+1)&lt;br /&gt;
| will = 9 (-1)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Spore Explosion|When a mycon soldier becomes incapacitated, it explodes, releasing a cloud of sickly spores that spread through a sphere with a 2-yard radius centered on its corpse and dissipates at the end of the round. Any creature inside without a gas mask or other protective facial covering must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Uprooted Tree|(melee) +6 with 1 boon (3d6+2)}}}&lt;br /&gt;
{{SOTDL/Feature|Cannon|(long rang) +0 with 2 boons (4d6}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Myconic Nodes ==&lt;br /&gt;
&lt;br /&gt;
The nodes are the control points of the myconic infection. From the nodes flows the control and power of the mycons. They house brain tissue and ganglia, giving them incredible intelligence and the ability to cast magic. All mycons are connected, and the nodes give the commands. This distributed intelligence allows them to share the ability to cast spells. Any mycon connected to an active node gains the ability to use the magic of the node. The mycons generally grow nodes on the front lines, expanding the range of their controlled soldiers and infested. The magical power they wield is considerable and can turn the tide of a battle.&lt;br /&gt;
&lt;br /&gt;
=== Small Node ===&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Small Node&lt;br /&gt;
| difficulty = 25&lt;br /&gt;
| size = 1&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 16 (+6)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 10&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 20&lt;br /&gt;
| strength = - (-)&lt;br /&gt;
| agility = - (-)&lt;br /&gt;
| intellect = 15 (+5)&lt;br /&gt;
| will = 14 (+4)&lt;br /&gt;
| speed = 0&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Spell Recovery|The mycon mage can use an action to heal damage equal to its healing rate and regain one expended casting of a spell it has learned. Once it uses this talent, it cannot use it again until after it complete a rest.}}}&lt;br /&gt;
{{SOTDL/Feature|Coordination|Other mycons within medium range of the small node make attack rolls with 1 boon.}}}&lt;br /&gt;
{{SOTDL/Feature|Hive Mind|The small node may cast any spell it knows through the body of any mycon with 1 mile of its location. This uses an action for both the node and the connected mycon.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
{{SOTDL/Feature|Power|1}}}&lt;br /&gt;
{{SOTDL/Feature|Telepathy|&#039;&#039;Sense Thoughts&#039;&#039; (2), &#039;&#039;Mind Stab&#039;&#039; (1)}}&lt;br /&gt;
{{SOTDL/Feature|Enchantment|&#039;&#039;Bewitch&#039;&#039; (2), &#039;&#039;Command&#039;&#039; (1), &#039;&#039;Question&#039;&#039; (1)}}&lt;br /&gt;
{{SOTDL/Feature|Telekinesis|&#039;&#039;Forceful Push&#039;&#039; (2), &#039;&#039;Mind Over Matter&#039;&#039; (2), &#039;&#039;Crush&#039;&#039; (1)}}&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Large Node ===&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Large Node&lt;br /&gt;
| difficulty = 100&lt;br /&gt;
| size = 2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 16 (+6)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 9&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 80&lt;br /&gt;
| strength = - (-)&lt;br /&gt;
| agility = - (-)&lt;br /&gt;
| intellect = 16 (+6)&lt;br /&gt;
| will = 15 (+5)&lt;br /&gt;
| speed = 0&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Spell Recovery|The mycon mage can use an action to heal damage equal to its healing rate and regain one expended casting of a spell it has learned. Once it uses this talent, it cannot use it again until after it complete a rest.}}}&lt;br /&gt;
{{SOTDL/Feature|Coordination|Other mycons within medium range of the small node make attack rolls with 1 boon.}}}&lt;br /&gt;
{{SOTDL/Feature|Counterspell|When a creature the large node can see attacks the large node or an ally with a spell, the large node can use a triggered action to counter the spell. The triggering creature makes the attack roll with 1 bane and the target of the triggering spell makes the challenge roll to resist it with 1 boon.}}}&lt;br /&gt;
{{SOTDL/Feature|Hive Mind|The small node may cast any spell it knows through the body of any mycon with 1 mile of its location. This uses an action for both the node and the connected mycon.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
{{SOTDL/Feature|Power|3}}}&lt;br /&gt;
{{SOTDL/Feature|Telepathy|&#039;&#039;Sense Thoughts&#039;&#039; (4), &#039;&#039;Mind Stab&#039;&#039; (2)}}&lt;br /&gt;
{{SOTDL/Feature|Enchantment|&#039;&#039;Bewitch&#039;&#039; (4), &#039;&#039;Command&#039;&#039; (4), &#039;&#039;Question&#039;&#039; (2)}}&lt;br /&gt;
{{SOTDL/Feature|Destruction|&#039;&#039;Rend&#039;&#039; (2), &#039;&#039;Evaporate&#039;&#039; (1)}}&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:SOTDL Monsters|Myconic]]&lt;/div&gt;</summary>
		<author><name>Serf</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=SOTDL:Spiderado&amp;diff=815</id>
		<title>SOTDL:Spiderado</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=SOTDL:Spiderado&amp;diff=815"/>
		<updated>2019-07-14T19:43:46Z</updated>

		<summary type="html">&lt;p&gt;Serf: Created page with &amp;quot;{{SOTDL/Creature | creature name =Spiderado | difficulty = 25 | size = 2 | frightening = | descriptor = Spider | special = | perception = 16 (+6) | special senses =darksight |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SOTDL/Creature&lt;br /&gt;
| creature name =Spiderado&lt;br /&gt;
| difficulty = 25&lt;br /&gt;
| size = 2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = Spider&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 16 (+6)&lt;br /&gt;
| special senses =darksight&lt;br /&gt;
| defense = 15&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 30&lt;br /&gt;
| strength = 13 (+3)&lt;br /&gt;
| agility = 14 (+4)&lt;br /&gt;
| intellect = 11 (+1)&lt;br /&gt;
| will = 10 (+0)&lt;br /&gt;
| speed =14&lt;br /&gt;
| special movement =climber&lt;br /&gt;
| immune =poison&lt;br /&gt;
| additional features =&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Fangs|(melee) +3 with 1 boon (1d6 plus &#039;&#039;&#039;Poison&#039;&#039;&#039;)}}&lt;br /&gt;
{{SOTDL/Feature|Poison|The target must make a Strength challenge roll. On a failure, it takes 1d6 damage and becomes poisoned for 1 minute. If the target is already poisoned, it instead takes 1d6 extra damage.}}&lt;br /&gt;
{{SOTDL/Feature|Pistol|(short range) +4 with 1 boon (1d6+2)}}&lt;br /&gt;
{{SOTDL/Feature|Boomstick|(cone 3) +4 with 1 boon (2d6+3)}}&lt;br /&gt;
{{SOTDL/Feature|Rifle|(long range) +4 with 1 boon (2d6+1)}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Double Attack|The Spiderado makes an attack with its Fangs and one of its loaded guns.}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
{{SOTDL/Feature|Multi-Limbed Mastery|The Spiderado reloads one of its guns as a free action.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name =Spiderado Fateweaver&lt;br /&gt;
| difficulty = 25&lt;br /&gt;
| size = 2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor =spider&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 17 (+7)&lt;br /&gt;
| special senses =darksight&lt;br /&gt;
| defense = 14&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 30&lt;br /&gt;
| strength = 10 (+0)&lt;br /&gt;
| agility = 13 (+3)&lt;br /&gt;
| intellect = 14 (+4)&lt;br /&gt;
| will = 12 (+2)&lt;br /&gt;
| speed =10&lt;br /&gt;
| special movement =climber&lt;br /&gt;
| immune =poison&lt;br /&gt;
| additional features =&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Fangs|(melee) +0 with 1 boon (1d6 damage plus Poison)}}&lt;br /&gt;
{{SOTDL/Feature|Poison|The target must make a Strength challenge roll. On a failure, it takes 1d6 damage and becomes poisoned for 1 minute. If the target is already poisoned, it instead takes 1d6 extra damage.}}&lt;br /&gt;
{{SOTDL/Feature|Pistol|(short range) +3 with 1 boon (1d6+2)}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
{{SOTDL/Feature|Spell Recovery|The Spiderado Fateweaver can use an action to heal 7 damage and regain one casting of an expended spell it knows. Once it uses this talent, it cannot use it again until it completes a rest.}}&lt;br /&gt;
| magic =&lt;br /&gt;
{{SOTDL/Feature|Power|2}}}&lt;br /&gt;
{{SOTDL/Feature|Enchantment|&#039;&#039;Bewitch&#039;&#039; (3), &#039;&#039;Charm&#039;&#039; (2), &#039;&#039;Command&#039;&#039; (2)}}&lt;br /&gt;
{{SOTDL/Feature|Teleportation|&#039;&#039;Division&#039;&#039; (2), &#039;&#039;Swap&#039;&#039; (2), &#039;&#039;Shortcut&#039;&#039; (1)}}&lt;br /&gt;
| end of the round =&lt;br /&gt;
{{SOTDL/Feature|Multi-Limbed Mastery|The Spiderado reloads one of its guns as a free action.}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Serf</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=SOTDL:Myconic&amp;diff=647</id>
		<title>SOTDL:Myconic</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=SOTDL:Myconic&amp;diff=647"/>
		<updated>2019-06-29T04:40:06Z</updated>

		<summary type="html">&lt;p&gt;Serf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Huge Myconic&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The largest animals take the longest to infest, but provide the most useful platforms for further infestation. By the time a myconic outbreak is converting creatures of this scale, the only recourse is usually going to be aerial bombing or chemical attacks. The huge myconics are creatures like behemoths, dinosaurs, colossi and rocs. Other times, these walking fungal infections are grown entirely from converted organic mass. Arms and legs and faces of hundreds of assimilated creatures can be seen dangling from these masses of spongy fungal material as they lumber across the land, spurting out clouds of choking spores to spread the infection.&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Huge Myconic&lt;br /&gt;
| difficulty = 100&lt;br /&gt;
| size = 3 or larger&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 12 (+2)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 11&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 100&lt;br /&gt;
| strength = 16 (+6)&lt;br /&gt;
| agility = 10 (+0)&lt;br /&gt;
| intellect = 10 (+0)&lt;br /&gt;
| will = 12 (+2)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Natural Weapon|(melee) +6 with 1 boon (4d6 plus &#039;&#039;&#039;Myconic Infection&#039;&#039;&#039;)}}&lt;br /&gt;
{{SOTDL/Feature|Myconic Infection|The target must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Expel Spores|The huge myconic expels spores from its spongy skin. Every creature within short range that is not wearing a gas mask or other protective facial covering is subject to Myconic Infection.}}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Large Myconic&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Large myconics are a common sight in lands overtaken by the infestation. Once they were ogres, chimeras, drakes, or even masses of pure fungal matter risen up and and made to walk the land. They are often used as shock troops, fighting on the front lines of myconic invasions to spread the infection and kill enemies faster in order to convert them more quickly into allies.&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Large Myconic&lt;br /&gt;
| difficulty = 50&lt;br /&gt;
| size = 2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 12 (+2)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 12&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 60&lt;br /&gt;
| strength = 15 (+5)&lt;br /&gt;
| agility = 11 (+1)&lt;br /&gt;
| intellect = 10 (+0)&lt;br /&gt;
| will = 14 (+4)&lt;br /&gt;
| speed =&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Natural Weapon|(melee) +5 with 2 boons (2d6 plus &#039;&#039;&#039;Myconic Infection&#039;&#039;&#039;)}}}&lt;br /&gt;
{{SOTDL/Feature|Myconic Infection|The target must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Expel Spores|The huge myconic expels spores from its spongy skin. Every creature within short range that is not wearing a gas mask or other protective facial covering is subject to Myconic Infection.}}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Medium Myconic&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The backbone of a myconic infestation, these mycons are the most commonly-encountered form. Usually they were humans, elves or orcs before being infested, but now they are swollen with pods of spores and their skin is soft and sallow, sagging off of their bloated forms. Their eyes have gone milky white but still retain a sort of intelligence that never seen to be focused, but lurks all around. Too broken or far gone to be used as true soldiers, these mycons are sent in as cannon fodder to infect others and bog down the enemy while more capable mycons can move into place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Medium Myconic&lt;br /&gt;
| difficulty = 25&lt;br /&gt;
| size = 1&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 12 (+2)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 20&lt;br /&gt;
| strength = 13 (+3)&lt;br /&gt;
| agility = 9 (-1)&lt;br /&gt;
| intellect = 10 (+0)&lt;br /&gt;
| will = 13 (+3)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Natural Weapon|(melee) +3 with 1 boon (1d6+2 plus &#039;&#039;&#039;Myconic Infection&#039;&#039;&#039;)}}}&lt;br /&gt;
{{SOTDL/Feature|Myconic Infection|The target must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Expel Spores|The huge myconic expels spores from its spongy skin. Every creature within short range that is not wearing a gas mask or other protective facial covering is subject to Myconic Infection.}}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Small Myconic&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Consisting of infested goblins, kobolds, dwarves and others, the small myconics are the most numerous of the mobile mycons, swarming over the land, expelling spores and drowning their enemies in waves of fungal matter. With little regard for individual lives, the small myconics will wedge themselves into small spaces or scale barricades with their own destroyed bodies.&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Small Myconic&lt;br /&gt;
| difficulty = 10&lt;br /&gt;
| size = 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 11 (+1)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 15&lt;br /&gt;
| strength = 12 (+2)&lt;br /&gt;
| agility = 8 (-2)&lt;br /&gt;
| intellect = 10 (+0)&lt;br /&gt;
| will = 12 (+2)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Natural Weapon|(melee) +2 with 1 boon (1d6+ plus &#039;&#039;&#039;Myconic Infection&#039;&#039;&#039;)}}}&lt;br /&gt;
{{SOTDL/Feature|Myconic Infection|The target must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Expel Spores|The huge myconic expels spores from its spongy skin. Every creature within short range that is not wearing a gas mask or other protective facial covering is subject to Myconic Infection.}}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Myconic Soldiers&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the myconic infestation comes across a problem that it can’t solve with brute force, it creates soldiers. Well-preserved infested or new infectees can be manipulated, the growth of the fungus controlled and measured to leave them with more of their faculties intact that one would normally expect. These beings wield weapons and spells, if they had the talent beforehand. These special troops are used to handle special problems, such as fortresses, well-equipped soldiers standing in the path of the infection, or bands of adventurers striking into the heart of myconic territory.&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Myconic Soldier&lt;br /&gt;
| difficulty = 1&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 10 (+0)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 12&lt;br /&gt;
| strength = 12 (+2)&lt;br /&gt;
| agility = 11 (+1)&lt;br /&gt;
| intellect = 10 (+0)&lt;br /&gt;
| will = 9 (-1)&lt;br /&gt;
| speed =&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Spore Explosion|When a mycon soldier becomes incapacitated, it explodes, releasing a cloud of sickly spores that spread through a sphere with a 2-yard radius centered on its corpse and dissipates at the end of the round. Any creature inside without a gas mask or other protective facial covering must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Blade|(melee) +2 (1d6+1)}}}&lt;br /&gt;
{{SOTDL/Feature|Pistol|(short range) +1 (1d6)}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Mycon Sergeant&lt;br /&gt;
| difficulty = 10&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 11 (+1)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 15&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 15&lt;br /&gt;
| strength = 13 (+3)&lt;br /&gt;
| agility = 11 (+1)&lt;br /&gt;
| intellect = 11 (+1)&lt;br /&gt;
| will = 11 (+1)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Coordination|Other mycons within medium range of the mycon sergeant make attack rolls with 1 boon.}}}&lt;br /&gt;
{{SOTDL/Feature|Spore Explosion|When a mycon soldier becomes incapacitated, it explodes, releasing a cloud of sickly spores that spread through a sphere with a 2-yard radius centered on its corpse and dissipates at the end of the round. Any creature inside without a gas mask or other protective facial covering must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Blade|(melee) +3 (1d6+2)}}}&lt;br /&gt;
{{SOTDL/Feature|Pistol|(short range) +1 (1d6+1)}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Mycon Mage&lt;br /&gt;
| difficulty = 25&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 12 (+2)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 16&lt;br /&gt;
| strength = 10 (+0)&lt;br /&gt;
| agility = 11 (+1)&lt;br /&gt;
| intellect = 12 (+2)&lt;br /&gt;
| will = 13 (+3)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Spell Recovery|The mycon mage can use an action to heal damage equal to its healing rate and regain one expended casting of a spell it has learned. Once it uses this talent, it cannot use it again until after it complete a rest.}}}&lt;br /&gt;
{{SOTDL/Feature|Spore Explosion|When a mycon soldier becomes incapacitated, it explodes, releasing a cloud of sickly spores that spread through a sphere with a 2-yard radius centered on its corpse and dissipates at the end of the round. Any creature inside without a gas mask or other protective facial covering must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Staff|(melee) +0 with 1 boon (1d3+1)}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
{{SOTDL/Feature|Power|1}}}&lt;br /&gt;
{{SOTDL/Feature|Telepathy|&#039;&#039;Sense Thoughts&#039;&#039; (2), &#039;&#039;Mind Stab&#039;&#039; (1)}}&lt;br /&gt;
{{SOTDL/Feature|Enchantment|&#039;&#039;Bewitch&#039;&#039; (2), &#039;&#039;Command&#039;&#039; (1), &#039;&#039;Question&#039;&#039; (1)}}&lt;br /&gt;
{{SOTDL/Feature|Arcana|&#039;&#039;Arcane Armor&#039;&#039; (2)}}&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Mycon Hulk&lt;br /&gt;
| difficulty = 50&lt;br /&gt;
| size = 2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 15 (+5)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 15&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 45&lt;br /&gt;
| strength = 15 (+5)&lt;br /&gt;
| agility = 10 (+0)&lt;br /&gt;
| intellect = 11 (+1)&lt;br /&gt;
| will = 9 (-1)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Spore Explosion|When a mycon soldier becomes incapacitated, it explodes, releasing a cloud of sickly spores that spread through a sphere with a 2-yard radius centered on its corpse and dissipates at the end of the round. Any creature inside without a gas mask or other protective facial covering must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Giant Club|(melee) +5 with 1 boon (2d6+3)}}}&lt;br /&gt;
{{SOTDL/Feature|Big Kick|(melee) +5 (1d6+2 and the target is knocked Prone.)}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Mycon Juggernaut&lt;br /&gt;
| difficulty = 100&lt;br /&gt;
| size = 3&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 11 (+1)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 15&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 80&lt;br /&gt;
| strength = 16 (+6)&lt;br /&gt;
| agility = 10 (+0)&lt;br /&gt;
| intellect = 11 (+1)&lt;br /&gt;
| will = 9 (-1)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Spore Explosion|When a mycon soldier becomes incapacitated, it explodes, releasing a cloud of sickly spores that spread through a sphere with a 2-yard radius centered on its corpse and dissipates at the end of the round. Any creature inside without a gas mask or other protective facial covering must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Uprooted Tree|(melee) +6 with 1 boon (3d6+2)}}}&lt;br /&gt;
{{SOTDL/Feature|Cannon|(long rang) +0 with 2 boons (4d6}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Myconic Nodes&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The nodes are the control points of the myconic infection. From the nodes flows the control and power of the mycons. They house brain tissue and ganglia, giving them incredible intelligence and the ability to cast magic. All mycons are connected, and the nodes give the commands. This distributed intelligence allows them to share the ability to cast spells. Any mycon connected to an active node gains the ability to use the magic of the node. The mycons generally grow nodes on the front lines, expanding the range of their controlled soldiers and infested. The magical power they wield is considerable and can turn the tide of a battle.&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Small Node&lt;br /&gt;
| difficulty = 25&lt;br /&gt;
| size = 1&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 16 (+6)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 10&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 20&lt;br /&gt;
| strength = - (-)&lt;br /&gt;
| agility = - (-)&lt;br /&gt;
| intellect = 15 (+5)&lt;br /&gt;
| will = 14 (+4)&lt;br /&gt;
| speed = 0&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Spell Recovery|The mycon mage can use an action to heal damage equal to its healing rate and regain one expended casting of a spell it has learned. Once it uses this talent, it cannot use it again until after it complete a rest.}}}&lt;br /&gt;
{{SOTDL/Feature|Coordination|Other mycons within medium range of the small node make attack rolls with 1 boon.}}}&lt;br /&gt;
{{SOTDL/Feature|Hive Mind|The small node may cast any spell it knows through the body of any mycon with 1 mile of its location. This uses an action for both the node and the connected mycon.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
{{SOTDL/Feature|Power|1}}}&lt;br /&gt;
{{SOTDL/Feature|Telepathy|&#039;&#039;Sense Thoughts&#039;&#039; (2), &#039;&#039;Mind Stab&#039;&#039; (1)}}&lt;br /&gt;
{{SOTDL/Feature|Enchantment|&#039;&#039;Bewitch&#039;&#039; (2), &#039;&#039;Command&#039;&#039; (1), &#039;&#039;Question&#039;&#039; (1)}}&lt;br /&gt;
{{SOTDL/Feature|Telekinesis|&#039;&#039;Forceful Push&#039;&#039; (2), &#039;&#039;Mind Over Matter&#039;&#039; (2), &#039;&#039;Crush&#039;&#039; (1)}}&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Large Node&lt;br /&gt;
| difficulty = 100&lt;br /&gt;
| size = 2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 16 (+6)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 9&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 80&lt;br /&gt;
| strength = - (-)&lt;br /&gt;
| agility = - (-)&lt;br /&gt;
| intellect = 16 (+6)&lt;br /&gt;
| will = 15 (+5)&lt;br /&gt;
| speed = 0&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Spell Recovery|The mycon mage can use an action to heal damage equal to its healing rate and regain one expended casting of a spell it has learned. Once it uses this talent, it cannot use it again until after it complete a rest.}}}&lt;br /&gt;
{{SOTDL/Feature|Coordination|Other mycons within medium range of the small node make attack rolls with 1 boon.}}}&lt;br /&gt;
{{SOTDL/Feature|Counterspell|When a creature the large node can see attacks the large node or an ally with a spell, the large node can use a triggered action to counter the spell. The triggering creature makes the attack roll with 1 bane and the target of the triggering spell makes the challenge roll to resist it with 1 boon.}}}&lt;br /&gt;
{{SOTDL/Feature|Hive Mind|The small node may cast any spell it knows through the body of any mycon with 1 mile of its location. This uses an action for both the node and the connected mycon.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
{{SOTDL/Feature|Power|3}}}&lt;br /&gt;
{{SOTDL/Feature|Telepathy|&#039;&#039;Sense Thoughts&#039;&#039; (4), &#039;&#039;Mind Stab&#039;&#039; (2)}}&lt;br /&gt;
{{SOTDL/Feature|Enchantment|&#039;&#039;Bewitch&#039;&#039; (4), &#039;&#039;Command&#039;&#039; (4), &#039;&#039;Question&#039;&#039; (2)}}&lt;br /&gt;
{{SOTDL/Feature|Destruction|&#039;&#039;Rend&#039;&#039; (2), &#039;&#039;Evaporate&#039;&#039; (1)}}&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:SOTDL Monsters|Myconic]]&lt;/div&gt;</summary>
		<author><name>Serf</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=SOTDL:Myconic&amp;diff=646</id>
		<title>SOTDL:Myconic</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=SOTDL:Myconic&amp;diff=646"/>
		<updated>2019-06-29T04:39:21Z</updated>

		<summary type="html">&lt;p&gt;Serf: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;Huge Myconic&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039;  The largest animals take the longest to infest, but provide the most useful platforms for further infestation. By the time a myconic outbreak is...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Huge Myconic&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The largest animals take the longest to infest, but provide the most useful platforms for further infestation. By the time a myconic outbreak is converting creatures of this scale, the only recourse is usually going to be aerial bombing or chemical attacks. The huge myconics are creatures like behemoths, dinosaurs, colossi and rocs. Other times, these walking fungal infections are grown entirely from converted organic mass. Arms and legs and faces of hundreds of assimilated creatures can be seen dangling from these masses of spongy fungal material as they lumber across the land, spurting out clouds of choking spores to spread the infection.&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Huge Myconic&lt;br /&gt;
| difficulty = 100&lt;br /&gt;
| size = 3 or larger&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 12 (+2)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 11&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 100&lt;br /&gt;
| strength = 16 (+6)&lt;br /&gt;
| agility = 10 (+0)&lt;br /&gt;
| intellect = 10 (+0)&lt;br /&gt;
| will = 12 (+2)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Natural Weapon|(melee) +6 with 1 boon (4d6 plus &#039;&#039;&#039;Myconic Infection&#039;&#039;&#039;)}}&lt;br /&gt;
{{SOTDL/Feature|Myconic Infection|The target must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Expel Spores|The huge myconic expels spores from its spongy skin. Every creature within short range that is not wearing a gas mask or other protective facial covering is subject to Myconic Infection.}}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Large Myconic&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Large myconics are a common sight in lands overtaken by the infestation. Once they were ogres, chimeras, drakes, or even masses of pure fungal matter risen up and and made to walk the land. They are often used as shock troops, fighting on the front lines of myconic invasions to spread the infection and kill enemies faster in order to convert them more quickly into allies.&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Large Myconic&lt;br /&gt;
| difficulty = 50&lt;br /&gt;
| size = 2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 12 (+2)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 12&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 60&lt;br /&gt;
| strength = 15 (+5)&lt;br /&gt;
| agility = 11 (+1)&lt;br /&gt;
| intellect = 10 (+0)&lt;br /&gt;
| will = 14 (+4)&lt;br /&gt;
| speed =&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Natural Weapon|(melee) +5 with 2 boons (2d6 plus &#039;&#039;&#039;Myconic Infection&#039;&#039;&#039;)}}}&lt;br /&gt;
{{SOTDL/Feature|Myconic Infection|The target must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Expel Spores|The huge myconic expels spores from its spongy skin. Every creature within short range that is not wearing a gas mask or other protective facial covering is subject to Myconic Infection.}}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Medium Myconic&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The backbone of a myconic infestation, these mycons are the most commonly-encountered form. Usually they were humans, elves or orcs before being infested, but now they are swollen with pods of spores and their skin is soft and sallow, sagging off of their bloated forms. Their eyes have gone milky white but still retain a sort of intelligence that never seen to be focused, but lurks all around. Too broken or far gone to be used as true soldiers, these mycons are sent in as cannon fodder to infect others and bog down the enemy while more capable mycons can move into place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Medium Myconic&lt;br /&gt;
| difficulty = 25&lt;br /&gt;
| size = 1&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 12 (+2)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 20&lt;br /&gt;
| strength = 13 (+3)&lt;br /&gt;
| agility = 9 (-1)&lt;br /&gt;
| intellect = 10 (+0)&lt;br /&gt;
| will = 13 (+3)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Natural Weapon|(melee) +3 with 1 boon (1d6+2 plus &#039;&#039;&#039;Myconic Infection&#039;&#039;&#039;)}}}&lt;br /&gt;
{{SOTDL/Feature|Myconic Infection|The target must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Expel Spores|The huge myconic expels spores from its spongy skin. Every creature within short range that is not wearing a gas mask or other protective facial covering is subject to Myconic Infection.}}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Small Myconic&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Consisting of infested goblins, kobolds, dwarves and others, the small myconics are the most numerous of the mobile mycons, swarming over the land, expelling spores and drowning their enemies in waves of fungal matter. With little regard for individual lives, the small myconics will wedge themselves into small spaces or scale barricades with their own destroyed bodies.&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Small Myconic&lt;br /&gt;
| difficulty = 10&lt;br /&gt;
| size = 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 11 (+1)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 15&lt;br /&gt;
| strength = 12 (+2)&lt;br /&gt;
| agility = 8 (-2)&lt;br /&gt;
| intellect = 10 (+0)&lt;br /&gt;
| will = 12 (+2)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Natural Weapon|(melee) +2 with 1 boon (1d6+ plus &#039;&#039;&#039;Myconic Infection&#039;&#039;&#039;)}}}&lt;br /&gt;
{{SOTDL/Feature|Myconic Infection|The target must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Expel Spores|The huge myconic expels spores from its spongy skin. Every creature within short range that is not wearing a gas mask or other protective facial covering is subject to Myconic Infection.}}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Myconic Soldiers&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the myconic infestation comes across a problem that it can’t solve with brute force, it creates soldiers. Well-preserved infested or new infectees can be manipulated, the growth of the fungus controlled and measured to leave them with more of their faculties intact that one would normally expect. These beings wield weapons and spells, if they had the talent beforehand. These special troops are used to handle special problems, such as fortresses, well-equipped soldiers standing in the path of the infection, or bands of adventurers striking into the heart of myconic territory.&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Myconic Soldier&lt;br /&gt;
| difficulty = 1&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 10 (+0)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 12&lt;br /&gt;
| strength = 12 (+2)&lt;br /&gt;
| agility = 11 (+1)&lt;br /&gt;
| intellect = 10 (+0)&lt;br /&gt;
| will = 9 (-1)&lt;br /&gt;
| speed =&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Spore Explosion|When a mycon soldier becomes incapacitated, it explodes, releasing a cloud of sickly spores that spread through a sphere with a 2-yard radius centered on its corpse and dissipates at the end of the round. Any creature inside without a gas mask or other protective facial covering must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Blade|(melee) +2 (1d6+1)}}}&lt;br /&gt;
{{SOTDL/Feature|Pistol|(short range) +1 (1d6)}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Mycon Sergeant&lt;br /&gt;
| difficulty = 10&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 11 (+1)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 15&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 15&lt;br /&gt;
| strength = 13 (+3)&lt;br /&gt;
| agility = 11 (+1)&lt;br /&gt;
| intellect = 11 (+1)&lt;br /&gt;
| will = 11 (+1)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Coordination|Other mycons within medium range of the mycon sergeant make attack rolls with 1 boon.}}}&lt;br /&gt;
{{SOTDL/Feature|Spore Explosion|When a mycon soldier becomes incapacitated, it explodes, releasing a cloud of sickly spores that spread through a sphere with a 2-yard radius centered on its corpse and dissipates at the end of the round. Any creature inside without a gas mask or other protective facial covering must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Blade|(melee) +3 (1d6+2)}}}&lt;br /&gt;
{{SOTDL/Feature|Pistol|(short range) +1 (1d6+1)}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Mycon Mage&lt;br /&gt;
| difficulty = 25&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 12 (+2)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 16&lt;br /&gt;
| strength = 10 (+0)&lt;br /&gt;
| agility = 11 (+1)&lt;br /&gt;
| intellect = 12 (+2)&lt;br /&gt;
| will = 13 (+3)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Spell Recovery|The mycon mage can use an action to heal damage equal to its healing rate and regain one expended casting of a spell it has learned. Once it uses this talent, it cannot use it again until after it complete a rest.}}}&lt;br /&gt;
{{SOTDL/Feature|Spore Explosion|When a mycon soldier becomes incapacitated, it explodes, releasing a cloud of sickly spores that spread through a sphere with a 2-yard radius centered on its corpse and dissipates at the end of the round. Any creature inside without a gas mask or other protective facial covering must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Staff|(melee) +0 with 1 boon (1d3+1)}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
{{SOTDL/Feature|Power|1}}}&lt;br /&gt;
{{SOTDL/Feature|Telepathy|&#039;&#039;Sense Thoughts&#039;&#039; (2), &#039;&#039;Mind Stab&#039;&#039; (1)}}&lt;br /&gt;
{{SOTDL/Feature|Enchantment|&#039;&#039;Bewitch&#039;&#039; (2), &#039;&#039;Command&#039;&#039; (1), &#039;&#039;Question&#039;&#039; (1)}}&lt;br /&gt;
{{SOTDL/Feature|Arcana|&#039;&#039;Arcane Armor&#039;&#039; (2)}}&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Mycon Hulk&lt;br /&gt;
| difficulty = 50&lt;br /&gt;
| size = 2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 15 (+5)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 15&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 45&lt;br /&gt;
| strength = 15 (+5)&lt;br /&gt;
| agility = 10 (+0)&lt;br /&gt;
| intellect = 11 (+1)&lt;br /&gt;
| will = 9 (-1)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Spore Explosion|When a mycon soldier becomes incapacitated, it explodes, releasing a cloud of sickly spores that spread through a sphere with a 2-yard radius centered on its corpse and dissipates at the end of the round. Any creature inside without a gas mask or other protective facial covering must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Giant Club|(melee) +5 with 1 boon (2d6+3)}}}&lt;br /&gt;
{{SOTDL/Feature|Big Kick|(melee) +5 (1d6+2 and the target is knocked Prone.)}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Mycon Juggernaut&lt;br /&gt;
| difficulty = 100&lt;br /&gt;
| size = 3&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 11 (+1)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 15&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 80&lt;br /&gt;
| strength = 16 (+6)&lt;br /&gt;
| agility = 10 (+0)&lt;br /&gt;
| intellect = 11 (+1)&lt;br /&gt;
| will = 9 (-1)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Spore Explosion|When a mycon soldier becomes incapacitated, it explodes, releasing a cloud of sickly spores that spread through a sphere with a 2-yard radius centered on its corpse and dissipates at the end of the round. Any creature inside without a gas mask or other protective facial covering must make a Strength challenge roll. On a failure, the target becomes diseased. If it dies while diseased this way, it rises up as a Myconic of its size 1d6 rounds later. Each time a creature diseased this way completes a rest, it makes a Strength challenge roll. On a failure it takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a Myconic of its size 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Uprooted Tree|(melee) +6 with 1 boon (3d6+2)}}}&lt;br /&gt;
{{SOTDL/Feature|Cannon|(long rang) +0 with 2 boons (4d6}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Myconic Nodes&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The nodes are the control points of the myconic infection. From the nodes flows the control and power of the mycons. They house brain tissue and ganglia, giving them incredible intelligence and the ability to cast magic. All mycons are connected, and the nodes give the commands. This distributed intelligence allows them to share the ability to cast spells. Any mycon connected to an active node gains the ability to use the magic of the node. The mycons generally grow nodes on the front lines, expanding the range of their controlled soldiers and infested. The magical power they wield is considerable and can turn the tide of a battle.&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Small Node&lt;br /&gt;
| difficulty = 25&lt;br /&gt;
| size = 1&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 16 (+6)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 10&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 20&lt;br /&gt;
| strength = - (-)&lt;br /&gt;
| agility = - (-)&lt;br /&gt;
| intellect = 15 (+5)&lt;br /&gt;
| will = 14 (+4)&lt;br /&gt;
| speed = 0&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Spell Recovery|The mycon mage can use an action to heal damage equal to its healing rate and regain one expended casting of a spell it has learned. Once it uses this talent, it cannot use it again until after it complete a rest.}}}&lt;br /&gt;
{{SOTDL/Feature|Coordination|Other mycons within medium range of the small node make attack rolls with 1 boon.}}}&lt;br /&gt;
{{SOTDL/Feature|Hive Mind|The small node may cast any spell it knows through the body of any mycon with 1 mile of its location. This uses an action for both the node and the connected mycon.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
{{SOTDL/Feature|Power|1}}}&lt;br /&gt;
{{SOTDL/Feature|Telepathy|&#039;&#039;Sense Thoughts&#039;&#039; (2), &#039;&#039;Mind Stab&#039;&#039; (1)}}&lt;br /&gt;
{{SOTDL/Feature|Enchantment|&#039;&#039;Bewitch&#039;&#039; (2), &#039;&#039;Command&#039;&#039; (1), &#039;&#039;Question&#039;&#039; (1)}}&lt;br /&gt;
{{SOTDL/Feature|Telekinesis|&#039;&#039;Forceful Push&#039;&#039; (2), &#039;&#039;Mind Over Matter&#039;&#039; (2), &#039;&#039;Crush&#039;&#039; (1)}}&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Large Node&lt;br /&gt;
| difficulty = 100&lt;br /&gt;
| size = 2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = fungus&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 16 (+6)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 9&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 80&lt;br /&gt;
| strength = - (-)&lt;br /&gt;
| agility = - (-)&lt;br /&gt;
| intellect = 16 (+6)&lt;br /&gt;
| will = 15 (+5)&lt;br /&gt;
| speed = 0&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune =&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Fire Vulnerability|Myconics take double damage from fire.}}}&lt;br /&gt;
{{SOTDL/Feature|Spell Recovery|The mycon mage can use an action to heal damage equal to its healing rate and regain one expended casting of a spell it has learned. Once it uses this talent, it cannot use it again until after it complete a rest.}}}&lt;br /&gt;
{{SOTDL/Feature|Coordination|Other mycons within medium range of the small node make attack rolls with 1 boon.}}}&lt;br /&gt;
{{SOTDL/Feature|Counterspell|When a creature the large node can see attacks the large node or an ally with a spell, the large node can use a triggered action to counter the spell. The triggering creature makes the attack roll with 1 bane and the target of the triggering spell makes the challenge roll to resist it with 1 boon.}}}&lt;br /&gt;
{{SOTDL/Feature|Hive Mind|The small node may cast any spell it knows through the body of any mycon with 1 mile of its location. This uses an action for both the node and the connected mycon.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
{{SOTDL/Feature|Power|3}}}&lt;br /&gt;
{{SOTDL/Feature|Telepathy|&#039;&#039;Sense Thoughts&#039;&#039; (4), &#039;&#039;Mind Stab&#039;&#039; (2)}}&lt;br /&gt;
{{SOTDL/Feature|Enchantment|&#039;&#039;Bewitch&#039;&#039; (4), &#039;&#039;Command&#039;&#039; (4), &#039;&#039;Question&#039;&#039; (2)}}&lt;br /&gt;
{{SOTDL/Feature|Destruction|&#039;&#039;Rend&#039;&#039; (2), &#039;&#039;Evaporate&#039;&#039; (1)}}&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Serf</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=SOTDL:Serf%27s_Zombies&amp;diff=631</id>
		<title>SOTDL:Serf&#039;s Zombies</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=SOTDL:Serf%27s_Zombies&amp;diff=631"/>
		<updated>2019-06-28T21:43:40Z</updated>

		<summary type="html">&lt;p&gt;Serf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SOTDL/Creature&lt;br /&gt;
| creature name = Zombie&lt;br /&gt;
| difficulty = 1&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = undead&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 10 (+0)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 10&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 8&lt;br /&gt;
| strength = 11 (+1)&lt;br /&gt;
| agility = 9 (-1)&lt;br /&gt;
| intellect = 6 (-4)&lt;br /&gt;
| will = 10 (+0)&lt;br /&gt;
| speed = 8&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune = disease, poison, asleep, charmed, dazed, frightened, fatigued, stunned&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Sluggish|A zombie can take only slow turns and cannot use triggered actions}}}&lt;br /&gt;
{{SOTDL/Feature|Headshot|When the total of an attack roll with a weapon against a zombie is 20 or higher, the zombie takes damage equal to its Health instead of the weapon’s normal damage.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Teeth|(melee) +1 with 1 boon (1d6+1 plus &#039;&#039;&#039;Zombie Plague&#039;&#039;&#039;)}}}&lt;br /&gt;
{{SOTDL/Feature|Attack|(range) +# [with # boon(s)] (damage [plus attack talent])}}}&lt;br /&gt;
{{SOTDL/Feature|Zombie Plague|If the target has a soul, it must make a Strength challenge roll. On a failure, the target becomes diseased. While it is diseased this way, the target cannot heal damage and makes attack rolls and challenge rolls with 1 bane. If it becomes incapacitated while diseased in this way it dies instantly and rises up as a new zombie 1d6 rounds later. Each time a creature diseased this way completes a rest it must make a Strength challenge roll. On a failure, the creature takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a zombie 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Grasping Hands|The zombie makes a Strength attack roll with 1 boon against the Agility of one target creature within its reach. On a success, the target takes 1d3 damage and becomes grabbed.}}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
{{SOTDL/Feature|Shuffling Advance|The zombie moves 2 yards toward the nearest living creature.}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Big Zombie&lt;br /&gt;
| difficulty = 50&lt;br /&gt;
| size = 2 or 3&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = undead&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 10 (+0)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 60&lt;br /&gt;
| strength = 15 (+5)&lt;br /&gt;
| agility = 9 (-1)&lt;br /&gt;
| intellect = 6 (-4)&lt;br /&gt;
| will = 10 (+0)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune = disease, poison, asleep, charmed, dazed, frightened, fatigued, stunned&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Sluggish|A zombie can take only slow turns and cannot use triggered actions}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Rotting Fist|(melee) +5 with 1 boon (2d6+2)}}}&lt;br /&gt;
{{SOTDL/Feature|Bite|(melee) +5 with 1 boon (1d6 +2 plus Zombie Plague])}}}&lt;br /&gt;
{{SOTDL/Feature|Zombie Plague|If the target has a soul, it must make a Strength challenge roll. On a failure, the target becomes diseased. While it is diseased this way, the target cannot heal damage and makes attack rolls and challenge rolls with 1 bane. If it becomes incapacitated while diseased in this way it dies instantly and rises up as a new zombie 1d6 rounds later. Each time a creature diseased this way completes a rest it must make a Strength challenge roll. On a failure, the creature takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a zombie 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
{{SOTDL/Feature|Devour|The big zombie eats one target defenseless or dead creature that is Size 1 or smaller and within its reach. A living creature dies instantly on being eaten.}}}&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
{{SOTDL/Feature|Shuffling Advance|The big zombie moves 4 yards toward the nearest living creature.}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Quick Zombie&lt;br /&gt;
| difficulty = 10&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = undead&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 10 (+0)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 20&lt;br /&gt;
| strength = 12 (+2)&lt;br /&gt;
| agility = 13 (+3)&lt;br /&gt;
| intellect = 6 (-4)&lt;br /&gt;
| will = 10 (+0)&lt;br /&gt;
| speed = 20&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune = disease, poison, asleep, charmed, dazed, frightened, fatigued, stunned&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Headshot|When the total of an attack roll with a weapon against a zombie is 20 or higher, the zombie takes damage equal to its Health instead of the weapon’s normal damage.}}}&lt;br /&gt;
{{SOTDL/Feature|Pack Fighting|When a quick zombie attacks a target within the reach of another creature with this trait that is friendly to the quick zombie, it makes the attack roll with 1 boon. Otherwise, the creature makes the attack roll with 1 bane.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Claws|(melee) +2 with 1 boon (1d6+1)}}}&lt;br /&gt;
{{SOTDL/Feature|Teeth|(melee) +2 with 1 boon (1d6 plus attack &#039;&#039;&#039;Zombie Plague&#039;&#039;&#039;])}}}&lt;br /&gt;
{{SOTDL/Feature|Zombie Plague|If the target has a soul, it must make a Strength challenge roll. On a failure, the target becomes diseased. While it is diseased this way, the target cannot heal damage and makes attack rolls and challenge rolls with 1 bane. If it becomes incapacitated while diseased in this way it dies instantly and rises up as a new zombie 1d6 rounds later. Each time a creature diseased this way completes a rest it must make a Strength challenge roll. On a failure, the creature takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a zombie 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Rip and Tear|The quick zombie attacks with both its claws and teeth.}}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
{{SOTDL/Feature|Relentless Race|The quick zombie moves 6 yards towards the nearest living creature.}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Advanced Zombie&lt;br /&gt;
| difficulty = 100&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = undead&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 15 (+5)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 17&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 120&lt;br /&gt;
| strength = 13 (+3)&lt;br /&gt;
| agility = 13 (+3)&lt;br /&gt;
| intellect = 12 (+2)&lt;br /&gt;
| will = 11 (+1)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune = disease, poison, asleep, charmed, dazed, frightened, fatigued, stunned&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Undead Controller|All zombies within 1 mile of the advanced zombie are considered to be under its control. The advanced zombie can use their senses to perceive the world, and anything they sense it will know. Zombies under the advanced zombie’s control receive the Pack Fighting trait (if they already have this trait, they get 2 boons to their attacks when within reach of another zombie). Zombies under the advanced zombie’s control can use its Intellect score for the purpose of challenge rolls or resisting attacks.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Blade|(melee) +3 with 2 boons (2d6+2)}}}&lt;br /&gt;
{{SOTDL/Feature|Pistol|(short range) +3 with 2 boons (2d6+2)}}}&lt;br /&gt;
{{SOTDL/Feature|Rifle|(long range) +3 with 2 boons (3d6+3)}}}&lt;br /&gt;
{{SOTDL/Feature|Bite|(melee) +3 with 1 boon (2d6+1 plus &#039;&#039;&#039;Zombie Plague&#039;&#039;&#039;)}}}&lt;br /&gt;
{{SOTDL/Feature|Zombie Plague|If the target has a soul, it must make a Strength challenge roll. On a failure, the target becomes diseased. While it is diseased this way, the target cannot heal damage and makes attack rolls and challenge rolls with 1 bane. If it becomes incapacitated while diseased in this way it dies instantly and rises up as a new zombie 1d6 rounds later. Each time a creature diseased this way completes a rest it must make a Strength challenge roll. On a failure, the creature takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a zombie 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
{{SOTDL/Feature|Feast|An advanced zombie can spend an action to eat the flesh of a defenseless or dead creature within reach. A defenseless creature that is feasted upon dies. After it eats, the advanced zombie heals damage equal to its healing rate.}}}&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:SOTDL Monsters|Serf&#039;s Zombies]]&lt;/div&gt;</summary>
		<author><name>Serf</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=SOTDL:Serf%27s_Zombies&amp;diff=630</id>
		<title>SOTDL:Serf&#039;s Zombies</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=SOTDL:Serf%27s_Zombies&amp;diff=630"/>
		<updated>2019-06-28T20:24:22Z</updated>

		<summary type="html">&lt;p&gt;Serf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SOTDL/Creature&lt;br /&gt;
| creature name = Zombie&lt;br /&gt;
| difficulty = 1&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = undead&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 10 (+0)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 10&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 8&lt;br /&gt;
| strength = 11 (+1)&lt;br /&gt;
| agility = 9 (-1)&lt;br /&gt;
| intellect = 6 (-4)&lt;br /&gt;
| will = 10 (+0)&lt;br /&gt;
| speed = 8&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune = disease, poison, asleep, charmed, dazed, frightened, fatigued, stunned&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Sluggish|A zombie can take only slow turns and cannot use triggered actions}}}&lt;br /&gt;
{{SOTDL/Feature|Headshot|When the total of an attack roll with a weapon against a zombie is 20 or higher, the zombie takes damage equal to its Health instead of the weapon’s normal damage.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Teeth|(melee) +1 with 1 boon (1d6+1 plus &#039;&#039;&#039;Zombie Plague&#039;&#039;&#039;)}}}&lt;br /&gt;
{{SOTDL/Feature|Attack|(range) +# [with # boon(s)] (damage [plus attack talent])}}}&lt;br /&gt;
{{SOTDL/Feature|Zombie Plague|If the target has a soul, it must make a Strength challenge roll. On a failure, the target becomes diseased. While it is diseased this way, the target cannot heal damage and makes attack rolls and challenge rolls with 1 bane. If it becomes incapacitated while diseased in this way it dies instantly and rises up as a new zombie 1d6 rounds later. Each time a creature diseased this way completes a rest it must make a Strength challenge roll. On a failure, the creature takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a zombie 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Grasping Hands|The zombie makes a Strength attack roll with 1 boon against the Agility of one target creature within its reach. On a success, the target takes 1d3 damage and becomes grabbed.}}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
{{SOTDL/Feature|Shuffling Advance|The zombie moves 2 yards toward the nearest living creature.}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Big Zombie&lt;br /&gt;
| difficulty = 50&lt;br /&gt;
| size = 2 or 3&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = undead&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 10 (+0)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 60&lt;br /&gt;
| strength = 15 (+5)&lt;br /&gt;
| agility = 9 (-1)&lt;br /&gt;
| intellect = 6 (-4)&lt;br /&gt;
| will = 10 (+0)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune = disease, poison, asleep, charmed, dazed, frightened, fatigued, stunned&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Sluggish|A zombie can take only slow turns and cannot use triggered actions}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Rotting Fist|(melee) +5 with 1 boon (2d6+2)}}}&lt;br /&gt;
{{SOTDL/Feature|Bite|(melee) +5 with 1 boon (1d6 +2 plus Zombie Plague])}}}&lt;br /&gt;
{{SOTDL/Feature|Zombie Plague|If the target has a soul, it must make a Strength challenge roll. On a failure, the target becomes diseased. While it is diseased this way, the target cannot heal damage and makes attack rolls and challenge rolls with 1 bane. If it becomes incapacitated while diseased in this way it dies instantly and rises up as a new zombie 1d6 rounds later. Each time a creature diseased this way completes a rest it must make a Strength challenge roll. On a failure, the creature takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a zombie 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
{{SOTDL/Feature|Devour|The big zombie eats one target defenseless or dead creature that is Size 1 or smaller and within its reach. A living creature dies instantly on being eaten.}}}&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
{{SOTDL/Feature|Shuffling Advance|The big zombie moves 4 yards toward the nearest living creature.}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Quick Zombie&lt;br /&gt;
| difficulty = 10&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = undead&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 10 (+0)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 20&lt;br /&gt;
| strength = 12 (+2)&lt;br /&gt;
| agility = 13 (+3)&lt;br /&gt;
| intellect = 6 (-4)&lt;br /&gt;
| will = 10 (+0)&lt;br /&gt;
| speed = 20&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune = disease, poison, asleep, charmed, dazed, frightened, fatigued, stunned&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Headshot|When the total of an attack roll with a weapon against a zombie is 20 or higher, the zombie takes damage equal to its Health instead of the weapon’s normal damage.}}}&lt;br /&gt;
{{SOTDL/Feature|Pack Fighting|When a quick zombie attacks a target within the reach of another creature with this trait that is friendly to the quick zombie, it makes the attack roll with 1 boon. Otherwise, the creature makes the attack roll with 1 bane.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Claws|(melee) +2 with 1 boon (1d6+1)}}}&lt;br /&gt;
{{SOTDL/Feature|Teeth|(melee) +2 with 1 boon (1d6 plus attack &#039;&#039;&#039;Zombie Plague&#039;&#039;&#039;])}}}&lt;br /&gt;
{{SOTDL/Feature|Zombie Plague|If the target has a soul, it must make a Strength challenge roll. On a failure, the target becomes diseased. While it is diseased this way, the target cannot heal damage and makes attack rolls and challenge rolls with 1 bane. If it becomes incapacitated while diseased in this way it dies instantly and rises up as a new zombie 1d6 rounds later. Each time a creature diseased this way completes a rest it must make a Strength challenge roll. On a failure, the creature takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a zombie 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Rip and Tear|The quick zombie attacks with both its claws and teeth.}}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
{{SOTDL/Feature|Relentless Race|The quick zombie moves 6 yards towards the nearest living creature.}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Advanced Zombie&lt;br /&gt;
| difficulty = 100&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = undead&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 15 (+5)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 17&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 120&lt;br /&gt;
| strength = 13 (+3)&lt;br /&gt;
| agility = 13 (+3)&lt;br /&gt;
| intellect = 12 (+2)&lt;br /&gt;
| will = 11 (+1)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune = disease, poison, asleep, charmed, dazed, frightened, fatigued, stunned&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Undead Controller|All zombies within 1 mile of the advanced zombie are considered to be under its control. The advanced zombie can use their senses to perceive the world, and anything they sense it will know. Zombies under the advanced zombie’s control receive the Pack Fighting trait (if they already have this trait, they get 2 boons to their attacks when within reach of another zombie). Zombies under the advanced zombie’s control can use its Intellect score for the purpose of challenge rolls or resisting attacks.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Blade|(melee) +3 with 2 boons (2d6+2)}}}&lt;br /&gt;
{{SOTDL/Feature|Pistol|(short range) +3 with 2 boons (2d6+2)}}}&lt;br /&gt;
{{SOTDL/Feature|Rifle|(long range) +3 with 2 boons (3d6+3)}}}&lt;br /&gt;
{{SOTDL/Feature|Bite|(melee) +3 with 1 boon (2d6+1 plus &#039;&#039;&#039;Zombie Plague&#039;&#039;&#039;)}}}&lt;br /&gt;
{{SOTDL/Feature|Zombie Plague|If the target has a soul, it must make a Strength challenge roll. On a failure, the target becomes diseased. While it is diseased this way, the target cannot heal damage and makes attack rolls and challenge rolls with 1 bane. If it becomes incapacitated while diseased in this way it dies instantly and rises up as a new zombie 1d6 rounds later. Each time a creature diseased this way completes a rest it must make a Strength challenge roll. On a failure, the creature takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a zombie 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
{{SOTDL/Feature|Feast|An advanced zombie can spend an action to eat the flesh of a defenseless or dead creature within reach. A defenseless creature that is feasted upon dies. After it eats, the advanced zombie heals damage equal to its healing rate.}}}&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:SODTL Monsters|Serf&#039;s Zombies]]&lt;/div&gt;</summary>
		<author><name>Serf</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=SOTDL:Serf%27s_Zombies&amp;diff=629</id>
		<title>SOTDL:Serf&#039;s Zombies</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=SOTDL:Serf%27s_Zombies&amp;diff=629"/>
		<updated>2019-06-28T20:23:53Z</updated>

		<summary type="html">&lt;p&gt;Serf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SOTDL/Creature&lt;br /&gt;
| creature name = Zombie&lt;br /&gt;
| difficulty = 1&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = undead&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 10 (+0)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 10&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 8&lt;br /&gt;
| strength = 11 (+1)&lt;br /&gt;
| agility = 9 (-1)&lt;br /&gt;
| intellect = 6 (-4)&lt;br /&gt;
| will = 10 (+0)&lt;br /&gt;
| speed = 8&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune = disease, poison, asleep, charmed, dazed, frightened, fatigued, stunned&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Sluggish|A zombie can take only slow turns and cannot use triggered actions}}}&lt;br /&gt;
{{SOTDL/Feature|Headshot|When the total of an attack roll with a weapon against a zombie is 20 or higher, the zombie takes damage equal to its Health instead of the weapon’s normal damage.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Teeth|(melee) +1 with 1 boon (1d6+1 plus &#039;&#039;&#039;Zombie Plague&#039;&#039;&#039;)}}}&lt;br /&gt;
{{SOTDL/Feature|Attack|(range) +# [with # boon(s)] (damage [plus attack talent])}}}&lt;br /&gt;
{{SOTDL/Feature|Zombie Plague|If the target has a soul, it must make a Strength challenge roll. On a failure, the target becomes diseased. While it is diseased this way, the target cannot heal damage and makes attack rolls and challenge rolls with 1 bane. If it becomes incapacitated while diseased in this way it dies instantly and rises up as a new zombie 1d6 rounds later. Each time a creature diseased this way completes a rest it must make a Strength challenge roll. On a failure, the creature takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a zombie 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Grasping Hands|The zombie makes a Strength attack roll with 1 boon against the Agility of one target creature within its reach. On a success, the target takes 1d3 damage and becomes grabbed.}}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
{{SOTDL/Feature|Shuffling Advance|The zombie moves 2 yards toward the nearest living creature.}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Big Zombie&lt;br /&gt;
| difficulty = 50&lt;br /&gt;
| size = 2 or 3&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = undead&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 10 (+0)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 60&lt;br /&gt;
| strength = 15 (+5)&lt;br /&gt;
| agility = 9 (-1)&lt;br /&gt;
| intellect = 6 (-4)&lt;br /&gt;
| will = 10 (+0)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune = disease, poison, asleep, charmed, dazed, frightened, fatigued, stunned&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Sluggish|A zombie can take only slow turns and cannot use triggered actions}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Rotting Fist|(melee) +5 with 1 boon (2d6+2)}}}&lt;br /&gt;
{{SOTDL/Feature|Bite|(melee) +5 with 1 boon (1d6 +2 plus Zombie Plague])}}}&lt;br /&gt;
{{SOTDL/Feature|Zombie Plague|If the target has a soul, it must make a Strength challenge roll. On a failure, the target becomes diseased. While it is diseased this way, the target cannot heal damage and makes attack rolls and challenge rolls with 1 bane. If it becomes incapacitated while diseased in this way it dies instantly and rises up as a new zombie 1d6 rounds later. Each time a creature diseased this way completes a rest it must make a Strength challenge roll. On a failure, the creature takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a zombie 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
{{SOTDL/Feature|Devour|The big zombie eats one target defenseless or dead creature that is Size 1 or smaller and within its reach. A living creature dies instantly on being eaten.}}}&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
{{SOTDL/Feature|Shuffling Advance|The big zombie moves 4 yards toward the nearest living creature.}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Quick Zombie&lt;br /&gt;
| difficulty = 10&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = undead&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 10 (+0)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 20&lt;br /&gt;
| strength = 12 (+2)&lt;br /&gt;
| agility = 13 (+3)&lt;br /&gt;
| intellect = 6 (-4)&lt;br /&gt;
| will = 10 (+0)&lt;br /&gt;
| speed = 20&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune = disease, poison, asleep, charmed, dazed, frightened, fatigued, stunned&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Headshot|When the total of an attack roll with a weapon against a zombie is 20 or higher, the zombie takes damage equal to its Health instead of the weapon’s normal damage.}}}&lt;br /&gt;
{{SOTDL/Feature|Pack Fighting|When a quick zombie attacks a target within the reach of another creature with this trait that is friendly to the quick zombie, it makes the attack roll with 1 boon. Otherwise, the creature makes the attack roll with 1 bane.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Claws|(melee) +2 with 1 boon (1d6+1)}}}&lt;br /&gt;
{{SOTDL/Feature|Teeth|(melee) +2 with 1 boon (1d6 plus attack &#039;&#039;&#039;Zombie Plague&#039;&#039;&#039;])}}}&lt;br /&gt;
{{SOTDL/Feature|Zombie Plague|If the target has a soul, it must make a Strength challenge roll. On a failure, the target becomes diseased. While it is diseased this way, the target cannot heal damage and makes attack rolls and challenge rolls with 1 bane. If it becomes incapacitated while diseased in this way it dies instantly and rises up as a new zombie 1d6 rounds later. Each time a creature diseased this way completes a rest it must make a Strength challenge roll. On a failure, the creature takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a zombie 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Rip and Tear|The quick zombie attacks with both its claws and teeth.}}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
{{SOTDL/Feature|Relentless Race|The quick zombie moves 6 yards towards the nearest living creature.}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Advanced Zombie&lt;br /&gt;
| difficulty = 100&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = undead&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 15 (+5)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 17&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 120&lt;br /&gt;
| strength = 13 (+3)&lt;br /&gt;
| agility = 13 (+3)&lt;br /&gt;
| intellect = 12 (+2)&lt;br /&gt;
| will = 11 (+1)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune = disease, poison, asleep, charmed, dazed, frightened, fatigued, stunned&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Undead Controller|All zombies within 1 mile of the advanced zombie are considered to be under its control. The advanced zombie can use their senses to perceive the world, and anything they sense it will know. Zombies under the advanced zombie’s control receive the Pack Fighting trait (if they already have this trait, they get 2 boons to their attacks when within reach of another zombie). Zombies under the advanced zombie’s control can use its Intellect score for the purpose of challenge rolls or resisting attacks.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Blade|(melee) +3 with 2 boons (2d6+2)}}}&lt;br /&gt;
{{SOTDL/Feature|Pistol|(short range) +3 with 2 boons (2d6+2)}}}&lt;br /&gt;
{{SOTDL/Feature|Rifle|(long range) +3 with 2 boons (3d6+3)}}}&lt;br /&gt;
{{SOTDL/Feature|Bite|(melee) +3 with 1 boon (2d6+1 plus &#039;&#039;&#039;Zombie Plague&#039;&#039;&#039;)}}}&lt;br /&gt;
{{SOTDL/Feature|Zombie Plague|If the target has a soul, it must make a Strength challenge roll. On a failure, the target becomes diseased. While it is diseased this way, the target cannot heal damage and makes attack rolls and challenge rolls with 1 bane. If it becomes incapacitated while diseased in this way it dies instantly and rises up as a new zombie 1d6 rounds later. Each time a creature diseased this way completes a rest it must make a Strength challenge roll. On a failure, the creature takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a zombie 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
{{SOTDL/Feature|Feast|An advanced zombie can spend an action to eat the flesh of a defenseless or dead creature within reach. A defenseless creature that is feasted upon dies. After it eats, the advanced zombie heals damage equal to its healing rate.}}}&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:SODTL Monsters]]&lt;/div&gt;</summary>
		<author><name>Serf</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=SOTDL:Serf%27s_Zombies&amp;diff=628</id>
		<title>SOTDL:Serf&#039;s Zombies</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=SOTDL:Serf%27s_Zombies&amp;diff=628"/>
		<updated>2019-06-28T20:23:26Z</updated>

		<summary type="html">&lt;p&gt;Serf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SOTDL/Creature&lt;br /&gt;
| creature name = Zombie&lt;br /&gt;
| difficulty = 1&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = undead&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 10 (+0)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 10&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 8&lt;br /&gt;
| strength = 11 (+1)&lt;br /&gt;
| agility = 9 (-1)&lt;br /&gt;
| intellect = 6 (-4)&lt;br /&gt;
| will = 10 (+0)&lt;br /&gt;
| speed = 8&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune = disease, poison, asleep, charmed, dazed, frightened, fatigued, stunned&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Sluggish|A zombie can take only slow turns and cannot use triggered actions}}}&lt;br /&gt;
{{SOTDL/Feature|Headshot|When the total of an attack roll with a weapon against a zombie is 20 or higher, the zombie takes damage equal to its Health instead of the weapon’s normal damage.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Teeth|(melee) +1 with 1 boon (1d6+1 plus &#039;&#039;&#039;Zombie Plague&#039;&#039;&#039;)}}}&lt;br /&gt;
{{SOTDL/Feature|Attack|(range) +# [with # boon(s)] (damage [plus attack talent])}}}&lt;br /&gt;
{{SOTDL/Feature|Zombie Plague|If the target has a soul, it must make a Strength challenge roll. On a failure, the target becomes diseased. While it is diseased this way, the target cannot heal damage and makes attack rolls and challenge rolls with 1 bane. If it becomes incapacitated while diseased in this way it dies instantly and rises up as a new zombie 1d6 rounds later. Each time a creature diseased this way completes a rest it must make a Strength challenge roll. On a failure, the creature takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a zombie 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Grasping Hands|The zombie makes a Strength attack roll with 1 boon against the Agility of one target creature within its reach. On a success, the target takes 1d3 damage and becomes grabbed.}}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
{{SOTDL/Feature|Shuffling Advance|The zombie moves 2 yards toward the nearest living creature.}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Big Zombie&lt;br /&gt;
| difficulty = 50&lt;br /&gt;
| size = 2 or 3&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = undead&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 10 (+0)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 60&lt;br /&gt;
| strength = 15 (+5)&lt;br /&gt;
| agility = 9 (-1)&lt;br /&gt;
| intellect = 6 (-4)&lt;br /&gt;
| will = 10 (+0)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune = disease, poison, asleep, charmed, dazed, frightened, fatigued, stunned&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Sluggish|A zombie can take only slow turns and cannot use triggered actions}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Rotting Fist|(melee) +5 with 1 boon (2d6+2)}}}&lt;br /&gt;
{{SOTDL/Feature|Bite|(melee) +5 with 1 boon (1d6 +2 plus Zombie Plague])}}}&lt;br /&gt;
{{SOTDL/Feature|Zombie Plague|If the target has a soul, it must make a Strength challenge roll. On a failure, the target becomes diseased. While it is diseased this way, the target cannot heal damage and makes attack rolls and challenge rolls with 1 bane. If it becomes incapacitated while diseased in this way it dies instantly and rises up as a new zombie 1d6 rounds later. Each time a creature diseased this way completes a rest it must make a Strength challenge roll. On a failure, the creature takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a zombie 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
{{SOTDL/Feature|Devour|The big zombie eats one target defenseless or dead creature that is Size 1 or smaller and within its reach. A living creature dies instantly on being eaten.}}}&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
{{SOTDL/Feature|Shuffling Advance|The big zombie moves 4 yards toward the nearest living creature.}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Quick Zombie&lt;br /&gt;
| difficulty = 10&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = undead&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 10 (+0)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 20&lt;br /&gt;
| strength = 12 (+2)&lt;br /&gt;
| agility = 13 (+3)&lt;br /&gt;
| intellect = 6 (-4)&lt;br /&gt;
| will = 10 (+0)&lt;br /&gt;
| speed = 20&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune = disease, poison, asleep, charmed, dazed, frightened, fatigued, stunned&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Headshot|When the total of an attack roll with a weapon against a zombie is 20 or higher, the zombie takes damage equal to its Health instead of the weapon’s normal damage.}}}&lt;br /&gt;
{{SOTDL/Feature|Pack Fighting|When a quick zombie attacks a target within the reach of another creature with this trait that is friendly to the quick zombie, it makes the attack roll with 1 boon. Otherwise, the creature makes the attack roll with 1 bane.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Claws|(melee) +2 with 1 boon (1d6+1)}}}&lt;br /&gt;
{{SOTDL/Feature|Teeth|(melee) +2 with 1 boon (1d6 plus attack &#039;&#039;&#039;Zombie Plague&#039;&#039;&#039;])}}}&lt;br /&gt;
{{SOTDL/Feature|Zombie Plague|If the target has a soul, it must make a Strength challenge roll. On a failure, the target becomes diseased. While it is diseased this way, the target cannot heal damage and makes attack rolls and challenge rolls with 1 bane. If it becomes incapacitated while diseased in this way it dies instantly and rises up as a new zombie 1d6 rounds later. Each time a creature diseased this way completes a rest it must make a Strength challenge roll. On a failure, the creature takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a zombie 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Rip and Tear|The quick zombie attacks with both its claws and teeth.}}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
{{SOTDL/Feature|Relentless Race|The quick zombie moves 6 yards towards the nearest living creature.}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Advanced Zombie&lt;br /&gt;
| difficulty = 100&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = undead&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 15 (+5)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 17&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 120&lt;br /&gt;
| strength = 13 (+3)&lt;br /&gt;
| agility = 13 (+3)&lt;br /&gt;
| intellect = 12 (+2)&lt;br /&gt;
| will = 11 (+1)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune = disease, poison, asleep, charmed, dazed, frightened, fatigued, stunned&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Undead Controller|All zombies within 1 mile of the advanced zombie are considered to be under its control. The advanced zombie can use their senses to perceive the world, and anything they sense it will know. Zombies under the advanced zombie’s control receive the Pack Fighting trait (if they already have this trait, they get 2 boons to their attacks when within reach of another zombie). Zombies under the advanced zombie’s control can use its Intellect score for the purpose of challenge rolls or resisting attacks.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Blade|(melee) +3 with 2 boons (2d6+2)}}}&lt;br /&gt;
{{SOTDL/Feature|Pistol|(short range) +3 with 2 boons (2d6+2)}}}&lt;br /&gt;
{{SOTDL/Feature|Rifle|(long range) +3 with 2 boons (3d6+3)}}}&lt;br /&gt;
{{SOTDL/Feature|Bite|(melee) +3 with 1 boon (2d6+1 plus &#039;&#039;&#039;Zombie Plague&#039;&#039;&#039;)}}}&lt;br /&gt;
{{SOTDL/Feature|Zombie Plague|If the target has a soul, it must make a Strength challenge roll. On a failure, the target becomes diseased. While it is diseased this way, the target cannot heal damage and makes attack rolls and challenge rolls with 1 bane. If it becomes incapacitated while diseased in this way it dies instantly and rises up as a new zombie 1d6 rounds later. Each time a creature diseased this way completes a rest it must make a Strength challenge roll. On a failure, the creature takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a zombie 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
{{SOTDL/Feature|Feast|An advanced zombie can spend an action to eat the flesh of a defenseless or dead creature within reach. A defenseless creature that is feasted upon dies. After it eats, the advanced zombie heals damage equal to its healing rate.}}}&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:SODTL Monsters|Serf&#039;s Zombies]]&lt;/div&gt;</summary>
		<author><name>Serf</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=SOTDL:Serf%27s_Zombies&amp;diff=627</id>
		<title>SOTDL:Serf&#039;s Zombies</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=SOTDL:Serf%27s_Zombies&amp;diff=627"/>
		<updated>2019-06-28T20:02:55Z</updated>

		<summary type="html">&lt;p&gt;Serf: Created page with &amp;quot;{{SOTDL/Creature | creature name = Zombie | difficulty = 1 | size = 1 or 1/2 | frightening = | descriptor = undead | special = | perception = 10 (+0) | special senses = | defe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SOTDL/Creature&lt;br /&gt;
| creature name = Zombie&lt;br /&gt;
| difficulty = 1&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = undead&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 10 (+0)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 10&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 8&lt;br /&gt;
| strength = 11 (+1)&lt;br /&gt;
| agility = 9 (-1)&lt;br /&gt;
| intellect = 6 (-4)&lt;br /&gt;
| will = 10 (+0)&lt;br /&gt;
| speed = 8&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune = disease, poison, asleep, charmed, dazed, frightened, fatigued, stunned&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Sluggish|A zombie can take only slow turns and cannot use triggered actions}}}&lt;br /&gt;
{{SOTDL/Feature|Headshot|When the total of an attack roll with a weapon against a zombie is 20 or higher, the zombie takes damage equal to its Health instead of the weapon’s normal damage.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Teeth|(melee) +1 with 1 boon (1d6+1 plus &#039;&#039;&#039;Zombie Plague&#039;&#039;&#039;)}}}&lt;br /&gt;
{{SOTDL/Feature|Attack|(range) +# [with # boon(s)] (damage [plus attack talent])}}}&lt;br /&gt;
{{SOTDL/Feature|Zombie Plague|If the target has a soul, it must make a Strength challenge roll. On a failure, the target becomes diseased. While it is diseased this way, the target cannot heal damage and makes attack rolls and challenge rolls with 1 bane. If it becomes incapacitated while diseased in this way it dies instantly and rises up as a new zombie 1d6 rounds later. Each time a creature diseased this way completes a rest it must make a Strength challenge roll. On a failure, the creature takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a zombie 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Grasping Hands|The zombie makes a Strength attack roll with 1 boon against the Agility of one target creature within its reach. On a success, the target takes 1d3 damage and becomes grabbed.}}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
{{SOTDL/Feature|Shuffling Advance|The zombie moves 2 yards toward the nearest living creature.}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Big Zombie&lt;br /&gt;
| difficulty = 50&lt;br /&gt;
| size = 2 or 3&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = undead&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 10 (+0)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 60&lt;br /&gt;
| strength = 15 (+5)&lt;br /&gt;
| agility = 9 (-1)&lt;br /&gt;
| intellect = 6 (-4)&lt;br /&gt;
| will = 10 (+0)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune = disease, poison, asleep, charmed, dazed, frightened, fatigued, stunned&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Sluggish|A zombie can take only slow turns and cannot use triggered actions}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Rotting Fist|(melee) +5 with 1 boon (2d6+2)}}}&lt;br /&gt;
{{SOTDL/Feature|Bite|(melee) +5 with 1 boon (1d6 +2 plus Zombie Plague])}}}&lt;br /&gt;
{{SOTDL/Feature|Zombie Plague|If the target has a soul, it must make a Strength challenge roll. On a failure, the target becomes diseased. While it is diseased this way, the target cannot heal damage and makes attack rolls and challenge rolls with 1 bane. If it becomes incapacitated while diseased in this way it dies instantly and rises up as a new zombie 1d6 rounds later. Each time a creature diseased this way completes a rest it must make a Strength challenge roll. On a failure, the creature takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a zombie 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
{{SOTDL/Feature|Devour|The big zombie eats one target defenseless or dead creature that is Size 1 or smaller and within its reach. A living creature dies instantly on being eaten.}}}&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
{{SOTDL/Feature|Shuffling Advance|The big zombie moves 4 yards toward the nearest living creature.}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Quick Zombie&lt;br /&gt;
| difficulty = 10&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = undead&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 10 (+0)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 13&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 20&lt;br /&gt;
| strength = 12 (+2)&lt;br /&gt;
| agility = 13 (+3)&lt;br /&gt;
| intellect = 6 (-4)&lt;br /&gt;
| will = 10 (+0)&lt;br /&gt;
| speed = 20&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune = disease, poison, asleep, charmed, dazed, frightened, fatigued, stunned&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Headshot|When the total of an attack roll with a weapon against a zombie is 20 or higher, the zombie takes damage equal to its Health instead of the weapon’s normal damage.}}}&lt;br /&gt;
{{SOTDL/Feature|Pack Fighting|When a quick zombie attacks a target within the reach of another creature with this trait that is friendly to the quick zombie, it makes the attack roll with 1 boon. Otherwise, the creature makes the attack roll with 1 bane.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Claws|(melee) +2 with 1 boon (1d6+1)}}}&lt;br /&gt;
{{SOTDL/Feature|Teeth|(melee) +2 with 1 boon (1d6 plus attack &#039;&#039;&#039;Zombie Plague&#039;&#039;&#039;])}}}&lt;br /&gt;
{{SOTDL/Feature|Zombie Plague|If the target has a soul, it must make a Strength challenge roll. On a failure, the target becomes diseased. While it is diseased this way, the target cannot heal damage and makes attack rolls and challenge rolls with 1 bane. If it becomes incapacitated while diseased in this way it dies instantly and rises up as a new zombie 1d6 rounds later. Each time a creature diseased this way completes a rest it must make a Strength challenge roll. On a failure, the creature takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a zombie 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
{{SOTDL/Feature|Rip and Tear|The quick zombie attacks with both its claws and teeth.}}}&lt;br /&gt;
| special actions =&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
{{SOTDL/Feature|Relentless Race|The quick zombie moves 6 yards towards the nearest living creature.}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Advanced Zombie&lt;br /&gt;
| difficulty = 100&lt;br /&gt;
| size = 1 or 1/2&lt;br /&gt;
| frightening =&lt;br /&gt;
| descriptor = undead&lt;br /&gt;
| special =&lt;br /&gt;
| perception = 15 (+5)&lt;br /&gt;
| special senses =&lt;br /&gt;
| defense = 17&lt;br /&gt;
| armor =&lt;br /&gt;
| health = 120&lt;br /&gt;
| strength = 13 (+3)&lt;br /&gt;
| agility = 13 (+3)&lt;br /&gt;
| intellect = 12 (+2)&lt;br /&gt;
| will = 11 (+1)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| special movement =&lt;br /&gt;
| immune = disease, poison, asleep, charmed, dazed, frightened, fatigued, stunned&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Undead Controller|All zombies within 1 mile of the advanced zombie are considered to be under its control. The advanced zombie can use their senses to perceive the world, and anything they sense it will know. Zombies under the advanced zombie’s control receive the Pack Fighting trait (if they already have this trait, they get 2 boons to their attacks when within reach of another zombie). Zombies under the advanced zombie’s control can use its Intellect score for the purpose of challenge rolls or resisting attacks.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Blade|(melee) +3 with 2 boons (2d6+2)}}}&lt;br /&gt;
{{SOTDL/Feature|Pistol|(short range) +3 with 2 boons (2d6+2)}}}&lt;br /&gt;
{{SOTDL/Feature|Rifle|(long range) +3 with 2 boons (3d6+3)}}}&lt;br /&gt;
{{SOTDL/Feature|Bite|(melee) +3 with 1 boon (2d6+1 plus &#039;&#039;&#039;Zombie Plague&#039;&#039;&#039;)}}}&lt;br /&gt;
{{SOTDL/Feature|Zombie Plague|If the target has a soul, it must make a Strength challenge roll. On a failure, the target becomes diseased. While it is diseased this way, the target cannot heal damage and makes attack rolls and challenge rolls with 1 bane. If it becomes incapacitated while diseased in this way it dies instantly and rises up as a new zombie 1d6 rounds later. Each time a creature diseased this way completes a rest it must make a Strength challenge roll. On a failure, the creature takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a zombie 1d6 rounds later. After three successes, the creature removes this diseased affliction.}}}&lt;br /&gt;
| special attacks =&lt;br /&gt;
| special actions =&lt;br /&gt;
{{SOTDL/Feature|Feast|An advanced zombie can spend an action to eat the flesh of a defenseless or dead creature within reach. A defenseless creature that is feasted upon dies. After it eats, the advanced zombie heals damage equal to its healing rate.}}}&lt;br /&gt;
| magic =&lt;br /&gt;
| end of the round =&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Serf</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=SOTDL:Montauk_Monster&amp;diff=616</id>
		<title>SOTDL:Montauk Monster</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=SOTDL:Montauk_Monster&amp;diff=616"/>
		<updated>2019-06-28T19:22:24Z</updated>

		<summary type="html">&lt;p&gt;Serf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long ago, when the City was still under construction, a portal opened up that was different from any other. Several beings stepped through this portal of blue-white light and roamed the countryside for days, accosting and killing many people in the process. Roughly humanoid in size and shape, these beings had a loose, silvery covering and strange glass plates secured over human faces. An effort was made to communicate with them, and they spoke only one word when asked what they were: Montauk.&lt;br /&gt;
&lt;br /&gt;
Eventually the Montauk returned home through their portal, taking several people with them. While they have never returned, the fae have taken on their shapes, terrorizing remote places and abducting people to be killed out of sight in bizarre rituals of dissection. Montauk monsters travel alone or in small groups, never more than five to a squad. They attempt to take their victims alive, wielding electricity to stun and incapacitate, and when nonlethal methods fail they have advanced firearms that punch through any armor.&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Creature&lt;br /&gt;
| creature name = Montauk Monster&lt;br /&gt;
| difficulty = 25&lt;br /&gt;
| size = 1&lt;br /&gt;
| descriptor = fae&lt;br /&gt;
| perception = 16 (+6)&lt;br /&gt;
| defense = 15&lt;br /&gt;
| health = 25&lt;br /&gt;
| strength = 12 (+2)&lt;br /&gt;
| agility = 13 (+3)&lt;br /&gt;
| intellect = 9 (-1)&lt;br /&gt;
| will = 11 (+1)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| immune = damage from disease or poison, dazed, fatigued, frightened, immobilized, impaired, poisoned, slowed, stunned&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Environment Suit|The Montauk Monster is immune to the effects of any gaseous substance and takes half damage from fire, electricity and cold.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Punch|(melee) +2 with 2 boons (1d6+1)}}}&lt;br /&gt;
{{SOTDL/Feature|Rifle|(range 50) +3 with 1 boon vs. Agility (2d6+1)}}}&lt;br /&gt;
{{SOTDL/Feature|Abduct|(melee) +2 with 1 boon plus 1 boon per Montauk Monster within reach (1d6 plus Grabbed)}}}&lt;br /&gt;
| special attacks=&lt;br /&gt;
{{SOTDL/Feature|Stun Gun|The Montauk Monster picks one creature within range 10 and makes an Agility attack roll against the target’s Agility. On a success, the target takes 1d6 electricity damage and becomes Stunned for 1 minute. The creature may make a Strength challenge roll at the end of each turn. On a success, they remove the Stunned affliction.}}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Serf</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=SOTDL:Montauk_Monster&amp;diff=615</id>
		<title>SOTDL:Montauk Monster</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=SOTDL:Montauk_Monster&amp;diff=615"/>
		<updated>2019-06-28T19:18:54Z</updated>

		<summary type="html">&lt;p&gt;Serf: Created page with &amp;quot;{{SOTDL/Creature | creature name = Montauk Monster | difficulty = 25 | size = 1 | descriptor = fae | perception = 16 (+6) | defense = 15 | health = 25 | strength = 12 (+2) | a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SOTDL/Creature&lt;br /&gt;
| creature name = Montauk Monster&lt;br /&gt;
| difficulty = 25&lt;br /&gt;
| size = 1&lt;br /&gt;
| descriptor = fae&lt;br /&gt;
| perception = 16 (+6)&lt;br /&gt;
| defense = 15&lt;br /&gt;
| health = 25&lt;br /&gt;
| strength = 12 (+2)&lt;br /&gt;
| agility = 13 (+3)&lt;br /&gt;
| intellect = 9 (-1)&lt;br /&gt;
| will = 11 (+1)&lt;br /&gt;
| speed = 10&lt;br /&gt;
| immune = damage from disease or poison, dazed, fatigued, frightened, immobilized, impaired, poisoned, slowed, stunned&lt;br /&gt;
| additional features =&lt;br /&gt;
{{SOTDL/Feature|Environment Suit|The Montauk Monster is immune to the effects of any gaseous substance and takes half damage from fire, electricity and cold.}}}&lt;br /&gt;
| attack options =&lt;br /&gt;
{{SOTDL/Feature|Punch|(melee) +2 with 2 boons (1d6+1)}}}&lt;br /&gt;
{{SOTDL/Feature|Rifle|(range 50) +3 with 1 boon vs. Agility (2d6+1)}}}&lt;br /&gt;
{{SOTDL/Feature|Abduct|(melee) +2 with 1 boon plus 1 boon per Montauk Monster within reach (1d6 plus Grabbed)}}}&lt;br /&gt;
| special Attacks=&lt;br /&gt;
{{SOTDL/Feature|Stun Gun|The Montauk Monster picks one creature within range 10 and makes an Agility attack roll against the target’s Agility. On a success, the target takes 1d6 electricity damage and becomes Stunned for 1 minute. The creature may make a Strength challenge roll at the end of each turn. On a success, they remove the Stunned affliction.}}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Serf</name></author>
	</entry>
	<entry>
		<id>https://forsoothgoons.com/tg/index.php?title=User:Serf&amp;diff=479</id>
		<title>User:Serf</title>
		<link rel="alternate" type="text/html" href="https://forsoothgoons.com/tg/index.php?title=User:Serf&amp;diff=479"/>
		<updated>2019-06-20T13:17:52Z</updated>

		<summary type="html">&lt;p&gt;Serf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I play RPGs and I&#039;m literally a communist&lt;br /&gt;
&lt;br /&gt;
{{SOTDL/Spell&lt;br /&gt;
| spell name = Automatic Writing&lt;br /&gt;
| tradition = Information&lt;br /&gt;
| spell type = Utility&lt;br /&gt;
| spell rank = 0&lt;br /&gt;
| requirement =&lt;br /&gt;
| target = One blank sheaf of papers, book or other writable surface you can reach.&lt;br /&gt;
| area =&lt;br /&gt;
| duration = 1 hour&lt;br /&gt;
| description = For the duration, the caster may transcribe their thoughts onto the target in any language that they know. This text may be changed or edited until the spell ends.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Serf</name></author>
	</entry>
</feed>