The Thallids of Ragnogov

A strange group of myconids happened upon abandoned spore gardens of the Mycoloths and the spores of the mycoloths mutated the myconids into a variety of new fungal life-forms; these new mutated myconids are known as Thallids.

The Thallids evolved in such a way that their spores can offer strange powers like the Myconids, but also spawn the dreaded Saprolings. While not mindless, hungering servants of the Mycoloths, the Thallids have evolved clever camoflauge to deceive predators and trick Saprolings. The Thallids grow spores but do not try to actively germinate them for fear of being devoured by the resulting Saproling. However, if another humanoid devours the spores Thallids grow, typically some form of benefit results.


Thallid

Small plant/fungus, neutral


  • Armor Class 11
  • Hit Points 14
  • Speed 20 ft.

STR DEX CON INT WIS CHA
8 (-1) 4 (-3) 12 (+1) 10 (+0) 10 (+0) 8 (-1)

  • Condition Immunities poisoned
  • Senses passive Perception 10
  • Languages Terran - Fungal
  • Challenge 1/4 (50 XP)

  • Spores when the Thallid takes damage 1d4 spores fall off of it and germinate into Saprolings in 1d4+1 turns.
    If consumed, the spore heals a humanoid or beast creature 1d4 HP
  • False Appearance When not moving in thick vegetation the Thallid cannot be seen DC 20 Investigation

Actions

Slam Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit (1d4 - 1) bludgeoning damage



Tukatongue Thallid

Medium plant/fungus, neutral


  • Armor Class 16 natural
  • Hit Points 28
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 7 (-2) 14 (+2) 10 (+0) 10 (+0) 8 (-1)

  • Condition Immunities poisoned
  • Senses passive Perception 10
  • Languages Terran - Fungal
  • Challenge 1 (200 XP)

  • Spores when the Thallid takes damage 1d4 spores fall off of it and germinate into Saprolings in 1d4+1 turns.
    If consumed, the spore gives +2 AC to a humanoid or beast creature for 1d4 rounds
  • False Appearance When not moving in thick vegetation the Thallid cannot be seen DC 18 Investigation
  • Saproling Bearer the Thallid carries partially germinated Saprolings, and when the Thallid dies the saprolings germinate in 1d4 - 2 rounds.

    Actions

    Tukatongue Bash Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit (1d8 + 1) bludgeoning damage

The Tukatongue Thallid

These Thallids evolved a very special shovel like tongue to dig up partially germinated Saprolings, and places them on its back. The little things try to continue to grow but eventually stop. Tukatongue Thallids have a very short life span as they eventually die from being over-encumbered by seeding Saprolings and once it falls to the forest or swamp, all the saprolings it collected suddenly germinate!

These Thallids often die in exile, but as heroes to the other Thallids. They also are a sort of warrior class as their hardened chiten shovel tongues cause some damage.

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PAGE 1 | THALLIDS

Psycotrope Thallids

Psycotrope Thallids are the slowest moving Thallids of them all, but they are also the most clever. Their vestigial antennea have been known to fire Magic Missiles in self-defense. Their spores grant impressive powers and are highly coveted by mages and warlocks, while warriors covet the hard chitin plates that cover them to fashion into armor.


Psycotrope Thallid

small plant/fungus, neutral


  • Armor Class 18 natural
  • Hit Points 8
  • Speed 5 ft.

STR DEX CON INT WIS CHA
4 (-3) 4 (-3) 12 (+1) 12 (+1) 14 (+2) 8 (-1)

  • Condition Immunities poisoned, prone, sleep
  • Senses passive Perception 10
  • Languages Terran - Fungal
  • Challenge 1/4 (50 XP)

  • Spores when the Thallid takes damage 1d4 spores fall off of it and germinate into Saprolings in 1d4+1 turns.
    If consumed, the spore restores a level 1 spell slot to an Arcane magic user.
  • False Appearance When not moving in thick vegetation the Thallid cannot be seen DC 22 Investigation

Innate Spellcasting: At Will: Magic Missile (3 missiles)

Actions

Gas Cloud Area gas attack radius 5ft., DC 16 Con save and on a failure take (2d4) poison damage. Pacifying Spores Eject spores at 1 creature; react 5ft DC 12 Con save and is stunned for 1 minute on a failure. Target may repeat saving throws on its turn.


Savage Thallid

medium plant/fungus, aggressive neutral


  • Armor Class 13 natural
  • Hit Points 42
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 6 (-2) 6 (-2) 4 (-3)

  • Condition Immunities poisoned, prone, sleep
  • Senses passive Perception 10
  • Languages Terran - Fungal
  • Challenge 1 (50 XP)

  • Spores when the Thallid takes damage 1d4 spores fall off of it and germinate into Saprolings in 1d4+1 turns.
    If consumed, the spore increases the strength ability score by 1d4+1 for 1 minute.
  • False Appearance When not moving in thick vegetation the Thallid cannot be seen DC 22 Investigation

Actions

Claw Melee weapon attack reach 5ft., +6 to hit; deals (2d4) slashing damage + (2d4) poison damage.

Enraging Spores Eject spores at 1 creature; react 5ft DC 14 Con save and on a failure the target no longer distinguishes friend from foe and attacks the nearest creature to it. It may repeat saving throws on its turn.

Savage Thallids

These primal Thallids were more deeply affected by the Saprolings aggressive nature and are territorial in nature. Very rarely does a Savage Thallid integrate into Thallid society but lives as a hermit and a potential antagonizer of travellers.

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Thallid Abilities

All Thallids have the following abilities:

Thallid Abilities
Name Effect
Distress Spores All Thallids can sense when an allied Thallid takes damage within 240 ft
Rapport Spores 30 ft radius; all affected can speak telepathically while within 30 ft of each other for 1 hour
Swampwalk soft marshy ground and swamps do not count as difficult terrain for Thallids.

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