SOTDL:Myconic
Contents
Myconics
Huge Myconic
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.
Huge Myconic | Difficulty 100 |
Size 3 or larger fungus |
Perception 12 (+2) |
Defense 11; Health 100 |
Strength 16 (+6), Agility 10 (+0), Intellect 10 (+0), Will 12 (+2) |
Speed 10 |
Fire Vulnerability Myconics take double damage from fire. |
Attack Options |
Natural Weapon (melee) +6 with 1 boon (4d6 plus Myconic Infection) |
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. |
Special Attacks |
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. |
Large Myconic
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.
Large Myconic | Difficulty 50 |
Size 2 fungus |
Perception 12 (+2) |
Defense 12; Health 60 |
Strength 15 (+5), Agility 11 (+1), Intellect 10 (+0), Will 14 (+4) |
Speed |
Fire Vulnerability Myconics take double damage from fire. |
Attack Options |
Natural Weapon (melee) +5 with 2 boons (2d6 plus Myconic Infection) |
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. |
Special Attacks |
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. |
Medium Myconic
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.
Medium Myconic | Difficulty 25 |
Size 1 fungus |
Perception 12 (+2) |
Defense 13; Health 20 |
Strength 13 (+3), Agility 9 (-1), Intellect 10 (+0), Will 13 (+3) |
Speed 10 |
Fire Vulnerability Myconics take double damage from fire. |
Attack Options |
Natural Weapon (melee) +3 with 1 boon (1d6+2 plus Myconic Infection) |
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. |
Special Attacks |
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. |
Small Myconic
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.
Small Myconic | Difficulty 10 |
Size 1/2 fungus |
Perception 11 (+1) |
Defense 13; Health 15 |
Strength 12 (+2), Agility 8 (-2), Intellect 10 (+0), Will 12 (+2) |
Speed 10 |
Fire Vulnerability Myconics take double damage from fire. |
Attack Options |
Natural Weapon (melee) +2 with 1 boon (1d6+ plus Myconic Infection) |
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. |
Special Attacks |
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. |
Myconic Soldiers
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.
Myconic Soldier
Myconic Soldier | Difficulty 1 |
Size 1 or 1/2 fungus |
Perception 10 (+0) |
Defense 13; Health 12 |
Strength 12 (+2), Agility 11 (+1), Intellect 10 (+0), Will 9 (-1) |
Speed |
Fire Vulnerability Myconics take double damage from fire. |
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. |
Attack Options |
Blade (melee) +2 (1d6+1) |
Pistol (short range) +1 (1d6) |
Myconic Sergeant
Mycon Sergeant | Difficulty 10 |
Size 1 or 1/2 fungus |
Perception 11 (+1) |
Defense 15; Health 15 |
Strength 13 (+3), Agility 11 (+1), Intellect 11 (+1), Will 11 (+1) |
Speed 10 |
Fire Vulnerability Myconics take double damage from fire. |
Coordination Other mycons within medium range of the mycon sergeant make attack rolls with 1 boon. |
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. |
Attack Options |
Blade (melee) +3 (1d6+2) |
Pistol (short range) +1 (1d6+1) |
Mycon Mage
Mycon Mage | Difficulty 25 |
Size 1 or 1/2 fungus |
Perception 12 (+2) |
Defense 13; Health 16 |
Strength 10 (+0), Agility 11 (+1), Intellect 12 (+2), Will 13 (+3) |
Speed 10 |
Fire Vulnerability Myconics take double damage from fire. |
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. |
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. |
Attack Options |
Staff (melee) +0 with 1 boon (1d3+1) |
Magic |
Power 1 |
Telepathy Sense Thoughts (2), Mind Stab (1) |
Enchantment Bewitch (2), Command (1), Question (1) |
Arcana Arcane Armor (2) |
Mycon Hulk
Mycon Hulk | Difficulty 50 |
Size 2 fungus |
Perception 15 (+5) |
Defense 15; Health 45 |
Strength 15 (+5), Agility 10 (+0), Intellect 11 (+1), Will 9 (-1) |
Speed 10 |
Fire Vulnerability Myconics take double damage from fire. |
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. |
Attack Options |
Giant Club (melee) +5 with 1 boon (2d6+3) |
Big Kick (melee) +5 (1d6+2 and the target is knocked Prone.) |
Mycon Juggernaut
Mycon Juggernaut | Difficulty 100 |
Size 3 fungus |
Perception 11 (+1) |
Defense 15; Health 80 |
Strength 16 (+6), Agility 10 (+0), Intellect 11 (+1), Will 9 (-1) |
Speed 10 |
Fire Vulnerability Myconics take double damage from fire. |
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. |
Attack Options |
Uprooted Tree (melee) +6 with 1 boon (3d6+2) |
Cannon (long rang) +0 with 2 boons (4d6 |
Myconic Nodes
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.
Small Node
Small Node | Difficulty 25 |
Size 1 fungus |
Perception 16 (+6) |
Defense 10; Health 20 |
Strength - (-), Agility - (-), Intellect 15 (+5), Will 14 (+4) |
Speed 0 |
Fire Vulnerability Myconics take double damage from fire. |
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. |
Coordination Other mycons within medium range of the small node make attack rolls with 1 boon. |
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. |
Magic |
Power 1 |
Telepathy Sense Thoughts (2), Mind Stab (1) |
Enchantment Bewitch (2), Command (1), Question (1) |
Telekinesis Forceful Push (2), Mind Over Matter (2), Crush (1) |
Large Node
Large Node | Difficulty 100 |
Size 2 fungus |
Perception 16 (+6) |
Defense 9; Health 80 |
Strength - (-), Agility - (-), Intellect 16 (+6), Will 15 (+5) |
Speed 0 |
Fire Vulnerability Myconics take double damage from fire. |
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. |
Coordination Other mycons within medium range of the small node make attack rolls with 1 boon. |
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. |
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. |
Magic |
Power 3 |
Telepathy Sense Thoughts (4), Mind Stab (2) |
Enchantment Bewitch (4), Command (4), Question (2) |
Destruction Rend (2), Evaporate (1) |