Myconid

Dungeons & Dragons · Tabletop · Humanoid Fungi

Myconid

Tier
9-B
Attack Potency
Wall Level
Speed
Subsonic
Durability
Wall Level

Myconid Sovereign

Tier
9-B, up to 9-A
Attack Potency
Wall Level, up to Small Building Level+
Speed
Subsonic, up to High Hypersonic+
Durability
Wall Level, up to Small Building Level+

Powers and abilities

  • Superhuman Physical Characteristics
  • up to Large Size (Type 0, they can grow to enormous sizes)
  • Poison Manipulation (Their skin oozes mucus toxic to humans and similar creatures)
  • Fungus Manipulation/Plant Manipulation (They can fire spores from their bodies to induce various effects in hostile creatures) Empathic Manipulation (The typical effects of most of their spores include manipulating the emotions, invoking things like distress, calm, and so on)
  • Duplication (Myconids can release spores to create more, tiny myconids)
  • Telepathy (Those affected by their rapport spores are brought into the Meld, a form of telepathic linkage wherein thoughts, memories, and even dreams can be communicated with ease)
  • Illusion Creation (Their hallucinator spores cause creatures to witness violent hallucinations, leading them to cower, wimper, and generally become ineffectual in combat for the duration, these spore effects last for up to 8 hours)
  • Necromancy (Their spores can be implanted into nearly any flesh-and-blood creature and causes them to be reanimated and controlled by the myconids)
  • Enhanced Senses (Myconids can see with very little available light and can detect tremors; many developed the ability to outright see in darkness, though it is not known whether all share this trait)
  • Natural Weaponry (Myconid Guards are relatively adept at using their hands as heavy clubs for slam attacks)
  • Regeneration (Low-Mid, Some Myconids, who tend to become Rotpriests, regenerate at an accelerated pace)
  • Healing (Rotpriests are capable of using their spores to heal their allies)
  • Deconstruction (Rot Priests can cause organic matter to decompose quickly)
  • Weapon Mastery (Some Myconids bear proficiencies with basic weaponry)
  • Damage Transferal (Myconids can split damage between themselves and their allies; Rotpriests can shoulder all damage taken by an ally if it pleases)
  • Stealth Mastery (Most adults are trained somewhat in stealth)
  • All previous abilities plus Perception Manipulation (Sovereigns can eject spores to daze enemies briefly)
  • Mind Manipulation (They can use their spores to control their fellow myconids, as well as command their fungal zombies)
  • Animal Manipulation (Sovereigns often reign in various animals to serve the colony, such as exotic, large spiders)
  • Magic (Via manipulating their spores, Sovereigns can create adeptly made potions with a wide variety of effects)
  • Statistics Amplification (Bull Strength, Endurance, and other brews amplify various stiatistics of the imbiber)
  • Adaptation (Endure Elements allow the user to become comfortable in typically lethal environments of extreme cold, heat, or during natural disasters such as tornadoes)
  • Purification (Their potions can halt the process of poison if needed, and even cure much more lethal afflictions such as the ravages of disease or paralysis)
  • Invisibility (Sovereigns can become invisible to mundane animals)
  • Age Manipulation (Sovereigns can create a brew to permanently advance the age of a fungus, allowing it to reach maturity or simply stronger levels immediately)
  • Death Manipulation (Sovereigns manipulate purple spore fungi to invoke instant death in hostile humans or creatures with similar physiologies, though using this is considered a last-ditch effort)
  • Size Manipulation (Potions of Anointment automatically make a Myconid grow to the status of Sovereign, increasing size and bestowing upon it the powers of such size)
  • Social Influencing (Adept at diplomacy and intimidation tactics)

Weaknesses

Pacifistic until forced into combat

Ranked tied for #134 of 704 in Dungeons & Dragons by strength.

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