PhycomidCesspools of the Depths

Phycomids live among the more common fungal varieties found throughout the Depths. Sprouting from crevices in walls, fissures in the floor, and the like – these lacework colonies are well camouflaged by the other cave flora. Only the tube-like protrusion slowly swaying in an imaginary breeze is the surest way to identify that a Phycomid may be stalking. Well that, and the unmistakable smell emanating from the fetid pools that encircle these patches. Their stringy mats grow only in the wettest caverns, relying upon copious amounts of moisture to survive. Unwittingly fed by creatures that frequent such underground watering holes – Phycomid present little risk to the seasoned spelunker – it is the creatures that they attract that are the true peril.

Having little in the means of physical defense, Phycomid instead rely upon concealment and ranged attack to avoid being targeted. When a Phycomid warily extends one of its trunk-like organs from its hidden demesne, the intention is clear … to prepare a nutrient-rich feast for itself.  Like tiny fungal cannons, frothy globs are silently launched at their nearby quarry. These bubbles forcefully pop upon landing, releasing noxious and volatile liquids that are among the most powerful emetics and laxatives in the world. Those unlucky enough to get even a droplet on its skin are almost immediately compelled to expel bodily fluids to nourish the colony. No orifice is safe from this effect, though some species have adapted to resist this most loathsome of effects. Luckily, Phycomid colonies emit a faint, but noticeable scent of bile and ammonia. This organism is considered a pest by most subterranean cultures and is most effectively cleansed from an area with fire, or the release of a giant green-eyed centipede that is particularly fond of Phycomid tissue. Otherwise, such areas are marked and given a wide berth by those traveling past.

Phycomid coming soon to the Bazaar

In addition to the peril of embarrassed adventurers, clothing in need of a good sudsing and tainted water sources, Phycomid colonies attract predators – Otyoughs, Carrion Crawlers, Ropers and Cave Fisher are some of the more likely monsters that work in a cooperative fashion with Phycomid colonies. These more lethal hunters quickly strike those individuals incapacitated by a Phycomid slime ball. These beasts are not the only to take advantage of the temporary debilitating effect of the Phycomid toxin. It is known in some circles that Deep Gnomes will carefully cultivate some well-placed Phycomid colonies to defend access to their secret enclaves.

As with many of the strange fungi of the Depths, some scholars suggest that the Phycomid was not evolved, but rather relocated from one of the far realms as an organism meant to alter the deep places of Veldon to make it more habitable for the sinister species. This may be true, as whispers speak of a Deep Gnome expedition having chanced upon an unplumbed pit rimmed by thousands of Phycomids endlessly spitting forth slimy globs of every color of the prism. This ichor forming rivulets slowly filling a small lake of slimy, churning life. When they ventured too close, gouts of slime began hurtling their way with effects both lethal and disgusting. The only survivor was best described as a melted candle that took weeks to slowly wriggle its way back to safety.

Fellrot Phycomid

 

Rises from the Hyphae: Upon death the Phycomid slowly reforms over the course of days or weeks from its extensive web of hyphae. Fire or area effective energies are the only sure way to destroy a patch of Phycomid.

Hide in Fungus: The Phycomid may take a bonus action to Hide among the other mushrooms and fungus in which it grows. This is typically done after its attack action to avoid ranged targeting. The Phycomids movement is limited to within a 10 ft radius of its location and not beyond its sessile mat of hyphae.

Milks of Ascogenea: A Fellrot Phycomid produce unique slime molds that are secreted by and remain attached to its extensive hyphae mat. Anything that come within 10 ft of its position are subjected to attack by one of these 4 slimes at random.

Teal Slime – make a DC 13 Dexterity save and take 14 (3d8) acid damage on a failed Dex save, or no damage on a successful one. The slime attaches to the victim and continues to automatically inflict damage at the end of each of the victim’s turn. An action must be taken to neutralize slime to stop damage. 1 hp of fire, cold, electricity, or radiant damage can suffice.

Amber Slime – make a DC 13 Dexterity save and take 9 (2d8) acid damage on a failed Dex save, or half as much damage on a successful one. Also make a DC 15 Constitution save or take the Poisoned condition on a fail until the start of the Fellrot Phycomid’s next turn. The slime attaches to the victim and continues to automatically inflict damage at the end of each of the victim’s turn. An action must be taken to neutralize slime to stop damage. 1 hp of fire, cold, electricity, or radiant damage can suffice.

Crimson Slime – make a DC 13 Dexterity save and take 9 (2d8) acid damage on a failed Dex save, or half as much damage on a successful one. Also make a DC 15 Constitution save or take the paralyzed condition on a fail until the start of the Fellrot Phycomid’s next turn. The slime attaches to the victim and continues to automatically inflict damage at the end of each of the victim’s turn. An action must be taken to neutralize slime to stop damage. 1 hp of fire, cold, electricity, or radiant damage can suffice.

Ochre Slime – make a DC 13 Dexterity save and take 14 (3d8) acid damage on a failed Dex save, or half as much damage on a successful one. Also make a DC 15 Constitution save or take the paralyzed condition on a fail until the start of the Fellrot Phycomid’s next turn. The slime attaches to the victim and continues to automatically inflict damage at the end of each of the victim’s turn. An action must be taken to neutralize slime to stop damage. 1 hp of fire, cold, electricity, or radiant damage can suffice.

Rains of Rot: A dense bubble of corrosive laxative ejects from the Fellrot Phycomid’s tube to a point within 90 ft range and explodes upon impact. Each creature in a 5-foot radius sphere centered on that point must make a DC 13 Dexterity and a DC 15 Constitution saving throw. A target takes 14 (3d8) acid damage on a failed Dex save, or half as much damage on a successful one. Upon a failed Con save the targeted creature immediately begin to wretch and far worse bodily expulsions until the start of the Fellrot Phycomid’s next turn for a fail. Such victims take the incapacitated condition Those that save, are immune to the Fellrot Phycomid’s explosive emetics for the next 10 minutes.

 

Phycomid

 

Rises from the Hyphae: Upon death the Phycomid slowly reforms over the course of days or weeks from its extensive web of hyphae. Fire or area effective energies are the only sure way to destroy a patch of Phycomid.

Hide in Fungus: The Phycomid may take a bonus action to Hide among the other mushrooms and fungus in which it grows. This is typically done after its attack action to avoid ranged targeting. The Phycomids movement is limited to within a 10 ft radius of its location and not beyond its sessile mat of hyphae.

Rains of Lax: A dense bubble of concentrated laxative ejects from the Phycomid’s tube to a point within range and explodes upon impact. Each creature in a 5-foot-radius sphere centered on that point must make a DC 13 Constitution saving throw or immediately begin to wretch and far worse bodily expulsions until the start of the Phycomid’s next turn for a fail. Such victims take the incapacitated condition Those that save, are immune to the Phycomid’s explosive emetics for the next 10 minutes.