The two wizards sensed danger around them, but couldn’t see anything in the dense undergrowth. Vistis the Blue Mage stepped on a brittle pine branch, causing it to snap. Stork cringed.
“Would you not do that?” Stork whispered, looking around nervously.
“It’s not as if I am trying to make noise,” the other sorcerer whispered back. “ I wasn’t born out in the sticks. I don’t…”
“Shhhh!” the other wizard hissed, pointing off into the trees. Stork crouched and pointed for the other wizard to do the same.
Hiding behind a thick shrub the two wizards watched as a horrific pack of fungus-like creatures approached. Each of these monsters had but one eye, which they used to scan the area. In the most unsettling way, they made no noise. One of the creatures sniffed the air and looked in their direction, somehow signaling to the others where their quarry was.
“Fireballs?” Vistis asked.
“What else?” Stork replied as the two sorcerers lobbed fireballs at the horrible walking fungus monsters, scattering these plant-beasts into the sheltering darkness of the thick trees.
“Did we get any?” Vistis asked.
Stork stood up and scanned the area.
“One, but the others will probably return soon and we can’t shoot fireballs all night,” Stork replied, looking a bit worried.
“It seems that we got away from Chalk and his co-villains only to walk into a worse mess,” Vistis the Blue Mage said.
“Strange how that always seems to happen,” agreed Stork.
No. Enc.: 1d4 (2d8)
Movement: 120′ (40′)
Armor Class: 7
Hit Dice: 3
Damage: 1d6 (claw or bite)
Hoard Class: XV
A product of foul sporecery, fungoid prowlers are the fungus equivalent of canines. With one weird eye, wicked claws of curved and hardened moss and a gaping maw filled with sharp tooth-like lichen, the fungoid prowler is a sneaky form of semi-intelligent plant life that is best avoided. When moving in darkness, deep shadows or heavy undergrowth fungoid prowlers move extremely quietly and surprise on a 2-6 on a roll of 1d6. However, the lack of depth perception causes these strange creatures to attack at -1 to hit. However, due to the strange laws of sporecery, these creatures are faultless trackers, able to follow their prey as easily as a bloodhound. These creatures are fast due to their extremely flexible limbs. Because of their fungoid nature, many of these strange monsters have more than the standard four legs, some having as many as seven, which can boost their speed even beyond that listed above.
Traveling in small packs, the fungoid prowlers hunt in dark and dismal forests and jungles for living victims or carrion, which they use to reproduce. In dank caves or sun-forgotten groves they drag their prey and feast upon the carcasses of the dead. After feeding these strange, ambulatory fungoid creatures release hundreds and hundreds of spores over the remains of the dead. In 1-2 weeks these develop into small pods that burst, producing a clutch of 5-12 small fungoid prowlers, who feast on small game and vermin until they mature (one to two months of growth during spring/rainy season, three to four months the rest of the year).
The worst aspect of these creatures is their natural immunity to Sleep, Charm and other spells that affect living animals. Only spells that affect plants or do direct damage (such as a fireball or lightning blast, etc) will affect these horrible fungoid monsters.