MyceloidCreature 4
Source Pathfinder Bestiary 3
Perception +10 (darkvision, scent (imprecise) 30 feet)
Languages Undercommon, Telepathy 100 Feet (myceloids And Those Afflicted By Purple Pox Only)
Skills Stealth +11, Survival +10
Str +4, Dex +3, Con +4, Int -1, Wis +2, Cha +0
AC 20; Fort +14; Reflex +9; Will +10;
HP 70
Speed 20 feet
Weaknesses Slashing 5
Fist +14 (+9, +4) to hit 2d6+4 Bludgeoning
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Scent (Imprecise) 30 feetScent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
Telepathy 100 feet (Myceloids and Those Afflicted by Purple Pox Only) (aura, divination, magical)A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Spore PopIf a myceloid is reduced to 0 HP by a critical hit, it pops, forcing it to immediately Emit Spores, even if it has already used the ability that day.
Emit SporesFrequency once per day
Effect The myceloid expels spores in a 10-foot burst centered on a corner of its own space. This cloud lasts until the start of the myceloid's next turn. Each creature that is in the cloud or enters it is exposed to purple pox.
Purple Pox (disease)Myceloids are immune
Saving Throw DC 20 fortitude
Onset 1 minute
Stage 1 2d6 poison damage and Stupefied 1 (1 day)
Stage 2 6d6 poison damage, Stupefied 3, and the creature is compelled to seek out the nearest myceloid colony-this compulsion is a mental emotion effect (1 day)
Stage 3 The creature dies. Over 24 hours, its corpse becomes bloated and bursts, releasing a new, fully grown myceloid.
Spore Domination (emotion, enchantment, incapacitation, mental, primal)The myceloid targets one creature affected by purple pox within 60 feet. That creature must attempt a DC 22 will save.
It is then temporarily immune to spore domination for 10 minutes.
Critical Success The target is unaffected.
Success Until the end of its next turn, the target is Helpful to myceloids and can't take hostile actions against them.
Failure As success, but for 1 minute.
Critical Failure As success, but until the purple pox is cured.
The ambulatory fungus creatures called myceloids are notorious for spreading deadly purple pox, controlling creatures' minds, and devouring humanoid flesh. For a myceloid colony, any battle with humanoids is cause for excitement, as this new fodder presents so many delicious possibilities.
Myceloids consider humanoids to have an ideal life cycle of four simple steps. During childhood, they wander naive and afraid, unaware of myceloid colonies. In adulthood, humanoids discover their true purpose as they taste purple pox and become enslaved by the myceloids' spores. Next, they die, giving rise to a new myceloid. They're then sent on to the afterlife upon becoming a myceloid meal. Eating humanoid flesh is not a necessity-a myceloid can survive on any decaying matter-but it's certainly a pleasure.
Myceloids rarely make alliances, but when they do, they invite their new allies to share a meal to seal the pact. Few outsiders appreciate this hospitality.
Most myceloids have deep purple caps studded with off-white lumps. Their necks and bodies bear resemblance to the stipes of tough, leathery fungi. Smaller mushrooms often grow on a myceloid's body, which the creatures view as either adornments or particularly convenient snacks. They stand roughly as tall as a dwarf, with comparably stout builds.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.