- A slimy mass replaces the: Tongue; Eyes; Genitals; Sinuses. It works pretty much the same but everything is a bit more beige. If you get dehydrated it turns into fruiting bodies and blows away in the next stiff breeze.
- Anything that bites you or drinks of your blood must save or be subject to hallucinations (as confusion)
- As long as you remain well-fed, sweat a honeydew that attracts a colony of ants to crawl about you, almost imperceptibly. They'll swarm anything that grapples you for more than a round, and after a rest you can taste one of them to get a sense of any egregious environmental effects.
- Sprout a brilliantly colored toadstool cap around your head. Counts as a shield. Could be mistaken for a very wide hat from a distance or with some paint maybe.
- Enter into a symbiotic relationship with a magic item carried. Once per session, you can count holding it as eating. Once per session, you can use it for free.
- Grow big fungal mounds on the back and forearms. They are: geometric; wrinkled; gilled; ropy. Together they count as a large item carried, but grants a level's worth of HP.
- Hold a type of creature: plant; vermin; humanoid; construct. It gets a save each round. After three failures it is charmed until it's not handled for an hour.
- If you would die of thirst, you instead retreat into a husk that can last up to one-hundred times your natural lifespan. When doused, you will emerge into a fugue state until drenched in water (or blood).
- If you've eaten a good share of bread or fruit, you pee beer! However, you also burp a lot until it's passed. This could make stealth or negotiations difficult.
- If your body lies in the same place for a day, a fairy ring forms around it: Well that's weird; Anyone who sleeps in the ring enters Fairyland; Some minor mischievous fairies enter the world; The Shaggy Man enters the world.
- In complete darkness, skin glows pale green, as bright as a candle.
- Naked, can eat wood. Something about the size of a door counts as a meal. It takes a rest and is not particularly pleasant to watch.
- Once per session, breath a cloud of spores that deal damage based on current HP. Until then they're in the lungs, and the strain counts as carrying a large item.
- Purged of one curse and cough up a delicious orange. Everyone who sees it wants to eat the orange. Anyone who does inherits the curse. If nobody does after a day, the orange hatches into a familiar.
- Release a cloud of irritating spores when hurt. Those nearby must save or suffer from: sneezing & coughing (stunned); runny eyes (blind); itching (drop held items); an unsightly rash (takes a day to clear up).
- Resist the touch of slimes, oozes, and such. Sunlight, however, burns like fire.
- The brain turns into a beautiful puffball. You die. A wizard who cracks your head and inhales the spores learns a new spell and rolls on this table.
- The flesh becomes spongy and pliable. Half damage from all attacks. Cannot wear armor, and clothes are barely tolerable. Halve speed each day until collapse into sludge and die.
- Tiny grey roots grow into anything worn or carried. Clothes and leather armor become painful to remove after a few hours, ruined in a day. Wooden weapons, leather bags, or rations carried quickly rot. Each item ruined counts a ration consumed, though.
- When hungry, emit a nauseating, rotting stench. it attracts flies and other flesh-hungry vermin.
Friday, November 2, 2018
Fungal Mutations
Roll d20:
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