(Generated 35 times)
Namelist None
Advanced adventures
Classic fantasy
Rank Master
Race Human
Cult rank None
Notes Shrooms are evil geniuses, toadstool creatures with considerable magical powers. They lurk in the deep places of the earth and in dank forests, plotting ruin against surface dwellers and scheming to gain power for themselves by any means possible. They are highly adept with magic that influences plants, and most of them are knowledgeable enough to create lairs where they can manufacture podmen (q.v.) as servants. Shrooms are highly individualistic, and the GM should feel free to invent all kinds of these sinister malefactors. Most will have the spell-casting abilities of at least a rank two magic user, and all have strange powers to create and shape the plants of their environments. Although these powers take time to employ and will not be relevant in combat, they can be used to create a considerably hazardous lair. The flesh of a shroom is delectable, but deadly. Any person eating shroom-flesh must make a Willpower save or be Confused. The condition may be reversed by a heal or restoration spell. The effects of the toxin can actually turn out to be beneficial in the long run; there is a 5% chance that a feebleminded character who has been healed or restored will permanently gain a point of intelligence from the effects of the shroom-flesh.
STR 3d6+12
CON 3d6+12
SIZ 1d10+19
DEX 2d6
INT 4d6+12
POW 4d6+12
CHA 1d6
D20Hit locationArmor
01-03 Right leg 3
04-06 Left leg 3
07-09 Abdomen 3
10-12 Chest 3
13-15 Right arm 3
16-18 Left arm 3
19-20 Head 3
Movement 4
Natural armor Yes

Standard skills

Athletics STR+DEX+80 Brawn STR+SIZ+80 Endurance CON+CON+80
Evade DEX+DEX+80 Perception INT+POW+80 Unarmed STR+DEX+80
Willpower POW+POW+80

Combat styles


Weapon options

1-handed weapons

Amount: 1
Longsword (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0