[New Monster] Metal Calling Mushroom

Metal Calling Mushroom

 

The Priest of the Spider God was struggling to resist the strange pull towards the gathering of 3-foot tall purplish mushrooms. Suddenly Gnybaro the thief shot passed him, his short sword leading the way. The thief cried out in anguish as his sword touched the foremost mushroom and it disintegrated into a pile of rust. The dungeon delvers all thought they heard a snicker or two from the mushrooms.

“Laugh at this!” Chalk roared and sent a fireball into the midst of the collection of fungi. Shrieks of agony and rage now sounded from the mushrooms.

Koram then raced by, barely dressed, howling in fury, his Crystal Sword in hand. The odd fungoid creatures had little recourse against the raging human and his strange sword.

In the dim light behind this carnage a massive shape stirred.

“Troll!” Koram shouted, retreating to the spot where he had shed his armor.

Metal Calling Mushroom

No. Enc.: 1d8(2d10)

Alignment: Neutral

Movement: 10′ (3′)

Armor Class: 8

Hit Dice: 4

Attacks: 1

Damage: 1d6

Save: F4

Morale: 10

Hoard Class: None

X.P.: 100

Strange fungoid creatures of sporecery, the Metal Calling Mushroom is a semi-intelligent thing that is somewhat aware of its surroundings. Four small black eyes surround the stalk of this slow moving mushroom, keeping a lookout for intruders into their subterranean domain. These odd mushrooms also have a mouth that is hard to see, which they apparently communicate with others of their kind and possibly other denizens of the underworld. Standing about 3 feet tall, the Metal Calling Mushroom is for the most part an unassuming growth, happily creeping along and absorbing any rusty metal or decaying organic material that it comes across.

When creatures bearing any sort of magnetic metal come along the Metal Calling Mushroom can, three times per day, “charge” its cap, which draws all metal within ten feet towards it with powerful force. Resisting this magnetic force requires a successful Save versus Petrify and Paralyze with a Strength modifier added. Once metal has been attracted to the cap of the Metal Calling Mushroom this strange fungus begins to render the metal to rust, much like a rust monster would. Normal metal objects in contact with the cap of the mushroom for more than a few seconds are rendered useless and rust away. Magical items such as swords and daggers begin to lose their magical qualities (a +2 sword becoming a +1) until it loses its magic, is rendered mundane and further contact destroys the weapon.

Each charge held by the Metal Calling Mushroom will hold metal objects fast for three turns. Once the three charges have been expended for the day the weird fungoid creature is fairly harmless, only having a bite that does 1d6 damage.

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5 Responses to [New Monster] Metal Calling Mushroom

  1. sean wills says:

    Cool monster, harmless but ooh nasty in a ‘well, there go the magic swords’ way. 🙂

  2. Shane Mangus says:

    Sporecery = brilliant stuff!

  3. bat says:

    Sean and Shane: Thank you both very much for the comments, as always, they are very much appreciated. I wanted to delve a bit deeper into the eaten rust creating a metallic sheen to the cap of the mushroom, but some of these details are best left to the referee.

    Have another slice of sporcery, if you will!

  4. Timeshadows says:

    I love your Sporcery stuff. 😀

  5. bat says:

    Thank you, Timeshadows!
    Sporecery seems like a proper fit in a weird setting. One can never trust fungus, you know!

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