Mu Spore: Difference between revisions

From Epic Path
Jump to navigation Jump to search
(Created page with 'Category:Reese's Campaign Category:Epic Path * ''Go back to the Epic Path page.'' * ''Go back to the Blank Monster Blueprints page.'' [[Image:Mu_Spore|384px|right…')
 
No edit summary
 
(24 intermediate revisions by 4 users not shown)
Line 1: Line 1:
[[Category:Reese's Campaign]]
{{Template:Monster
[[Category:Epic Path]]
<!-- Version 3.02 -->
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Blank Monster Blueprints]] page.''
[[Image:Mu_Spore|384px|right|xx]]


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 21
  <!-- Value: integer between 1 and 40. -->
  }}</onlyinclude>


== CR 21 Monster Blueprint ==
| Min-CR = 18
Referees should adjust the numbers presented below by small amounts to better fit the theme of the monster being converted.
| Max-CR = 40
  <!-- Use to define the range of CR's this monster may be moved up and down in the Million Monster Machine.
        Default is lower by two CR's, and upward by 5 CR's. Should never lower a CR below 1, or raise it above 40. -->


<span style="color:#0000FF"><insert descriptive text here></span>
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName | Mu Spore
  }}</onlyinclude>


| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image | Mu Spore.jpg
  <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->
  }}</onlyinclude>


=== GENERAL ===
| Caption=<onlyinclude>{{#ifeq:{{{transcludesection|Caption}}}
'''CR''' 21  '''Hit Dice''' 36
| Caption |
  <!-- Optional: inserts hover text for the image. If left blank, will insert the monster's name. -->
  }}</onlyinclude>


'''XP''' 409,600
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role | Legend
  <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
  }}</onlyinclude>


<span style="color:#0000FF"><alignment> <size> <racial keyword></span>
  <!-- Prevent this monster from being assigned certain roles in MMM -->
| Restrict-Role-No-Role = Y
| Restrict-Role-Heavy =
| Restrict-Role-Killer =
| Restrict-Role-Leader =
| Restrict-Role-Legend =
| Restrict-Role-Minion =
| Restrict-Role-Shooter =
| Restrict-Role-Skirmisher = Y
| Restrict-Role-Sneak =
| Restrict-Role-Swarm = Y
| Restrict-Role-Tank =
| Restrict-Role-Threat =  
| Restrict-Role-Villain =
  <!-- Values: Y or leave blank -->


'''Init''' +9; '''Senses''' <span style="color:#0000FF"><any special senses (darkvision, low-light, tremorsense, etc.)></span>, Perception +32
| Associated-Role-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Associated-Role-Notes}}}
| Associated-Role-Notes |
  <!-- Use to associate one role to another, inserting link to associated monster, or leave blank
        Example: "[[Common Red Dragon]]"                                                            -->
  }}</onlyinclude>


| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
| Pattern1 |
  <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>


=== DEFENSE ===
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
'''AC''' 47, '''touch''' 26, '''flat-footed''' 31 (+16 dex, +21 armor <span style="color:#0000FF"><adjust as needed></span>)
| Pattern2 |
  <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>


'''hp''' 530


'''Fort''' +23, '''Ref''' +18, '''Will''' +18  <span style="color:#0000FF"><swap as needed; only one strong save></span>
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | Mu Spores are strange vegetal behemoths, eerie and terrible, known as much for their horrible rampages as they are for their eldritch wisdom. Mu Spores are truly huge, the size of a large house, at least, a vaguely spherical bulk of knotted roots, trunks, seething plasms of greens and yellows, all covered with knots, lumps, scars, eyes, and tentacles. So, so, many tentacles.


'''Special Defenses''' <span style="color:#0000FF"><copy from source></span>
Mu spores have a 'bottom side' which is smoother and has fewer tentacles, but which has the property of producing a dim glow over a vast distance, many miles at the least. Even worse, the vile things float in the air as easily as they roll around on the ground, and possess a horrible mobility for a thing so large and awful. If you can persuade one to talk, they commonly settle on this glowing lower surface, ending the light, and will arrange their protuberances and tentacles into a surprisingly good facsimile of a humanoid face to gossip and bargain.


The Green favors these awful things, but how they arose, or why, is a mystery. Many sages and magicians speculate that Mu Spores are the byproduct of horrendous magical experimentation, like the owlbears. If that is the case, the attention of the Green has grown these things beyond all reckoning.


=== OFFENSE ===
Mu Spores tend to be found in two ways. Most commonly, the mightiest of adventurers, far, far beneath the Earth, deep in the lowest pits of the Unterwelt, will come across a vast cavern lit by the light of one or several pale moons, casting a lambent glow over a scene of eerie beauty. Of course, so far below the nourishing vault of the heavens, that is no moon, but a vast Mu Spore, drifting in the air, enveloped in a torpor. In this state, it is said to be possible to approach the behemoth, and with care and gifts, sometimes persuade them to part with knowledge, or some of their valuable fruiting bodies, or tentacles, or cast-off eyes.  
'''Speed''' 30 ft. <span style="color:#0000FF"><adjust as needed; list other movement types here also></span>


'''Single Melee''' <span style="color:#0000FF"><melee weapon></span> +35 (3d8+5/19-20x2)
Usually, however, waking a Mu Spore will prompt it to a terrible rage, and the monster will attack with power unrelenting. Their tentacles crush and throw, they emit awful hails of digging spores, they  wounds they inflict often grow awful...infestations, and worst of all, their terrible Glow saps and erodes all things not plant. A raging Mu Spore is dangerous, indeed.


: <span style="color:#0000FF">or: '''Single Melee''' Bite +35 (3d8+4/x2)</span>
This leads to the second way Mu Spores can be encountered, namely, one that is awake, enraged, and rampaging. Such rampages are mind-boggling in their power, and a rampaging spore that reaches the surface and nears civilization is a deadly threat, one that must be stopped by any means required. All true heroes, if they are mighty enough, will drop whatever they are doing to help stop a Mu Spore.


'''Full Melee''' 3x <span style="color:#0000FF"><melee weapon></span> +35 (3d8+5/19-20x2)
  }}</onlyinclude>


: <span style="color:#0000FF">or: '''Full Melee''' Bite +35 (3d8+4/x2), 2x Claws +35 (3d6+4/x2), 2x Wings +35 (3d6+4/x2)</span>,
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment | Neutral
  <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
  }}</onlyinclude>


'''Ranged''' <span style="color:#0000FF"><optional ranged attack></span> +35 (3d8+5/x2) 
| Size=<onlyinclude>{{#ifeq:{{{transcludesection|Size}}}
| Size | Colossal
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->
  }}</onlyinclude>


'''Special Attacks''' <span style="color:#0000FF"><copy from source; the save DC's for any such ability should be around 29. See below></span>  
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Plant
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
  }}</onlyinclude>


'''Action Points''' 0  <span style="color:#0000FF"><common monsters never have action points, named monsters often have one.></span>
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |
  <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin
        If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall
        If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water
        Only one entry in this field. If multiple options exist, choose the most important/appropriate one.
        Add any secondary subtypes into the notes field below.
        Otherwise leave blank.  -->
  }}</onlyinclude>


| Subtype2=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype2}}}
| Subtype2 |
  }}</onlyinclude>


=== STATISTICS ===
| Subtype3=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype3}}}
Str <span style="color:#0000FF"><###></span>, Dex <span style="color:#0000FF"><###></span>, Con <span style="color:#0000FF"><###></span>, Int <span style="color:#0000FF"><###></span>, Wis <span style="color:#0000FF"><###></span>, Cha <span style="color:#0000FF"><###></span>  <span style="color:#0000FF"><copy from source></span>
| Subtype3 |
  }}</onlyinclude>


'''Base Atk''' +21; '''CMB''' +41; '''CMD''' 55
| Subtype4=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype4}}}
| Subtype4 |
  }}</onlyinclude>


'''Feats''' <span style="color:#0000FF"><pick one or two thematically relevant feats; avoid complicated ones.></span>
| Subtype5=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype5}}}
| Subtype5 |
  }}</onlyinclude>


'''Skills''' <span style="color:#0000FF"><choose only if relevant, values around 1.5 x creature’s CR></span>


'''Languages''' <span style="color:#0000FF"><copy from source></span>
| NudgeBasicLoreValue = 1
  <!-- This field lets you alter the DC of the basic knowledge check for this monster
        Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeFullLoreValue = -1
  <!-- This field lets you alter the DC of the full knowledge check for this monster
        Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


=== SPECIAL ABILITIES ===
| Lore-Notes = Mu Spores are usually Legends, but they are also commonly seen as Threats and even Villains. They almost always have a Role of some sort. They are never seen as Minions, Skirmishers, or Swarms, unless you are very unfortunate.
Basic monsters typically have up to one special ability. Named monsters could have three to five special abilities.  
  <!-- Notes related to the monster's lore check can be put here
        Example: "identifies as a CR 5 Ghoul if lore check is failed." (no quotes) -->


Often, the converted creature's special abilities should just be carried forward, with the numeric values adjusted using the numbers above.


Be aware, however, that you don't actually need very many special abilities, even for complex uniques like Orcus. Your monsters probably won't live more than about three rounds. Some creatures you convert may have dozens of listed abilities in their source material.  Just pick a few of the most interesting ones to make the fight memorable.  Your named monsters should be able to do something interesting each round, though there's no rule it has to be a different interesting thing each round.
| NudgeInit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 =|2 = |3 = |4 = |5 = 1|6 = 2|7 = 3|8 = 4}}
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


Named monsters can also have 1 or even 2 action points, even if they have no role. Note that you can never spend more than 1 action point in a single round.
| Nudge-Ambush-Chance = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 =|2 = |3 = 2|4 = 3|5 = 3|6 = 5|7 = 5|8 = 5}}
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4
        NOTE: minuses improve the chance for ambushes, and pluses make ambushes LESS likely.
        Default value is 10+ on a d20 -->


Any special abilities which have a save DC should have '''the DC set to 29'''.
| Ambush-Chance-Notes = Mu Spores are usually either glowing, or enraged. They are terrible at ambushes, and will rarely even try.
  <!-- Put any comments about ambush preferences here, or leave blank -->


  <!-- SENSES -->
  <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) -->
| Sense-Is-Blind-to-Vision =
| Sense-Is-Blind-to-Sound =
| Sense-Is-Blind-to-Smell =
| Sense-Has-Low-Light-Vision = Y


=== TREASURE ===
  <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),
Assuming you're using the 'Medium XP' progression chart, each creature should drop loot with a '''sell value of approximately 170,000 gp''' at this CR.
        or leave blank if the monster doesn't possess the sense in question.            -->
| Sense-Darkvision-Range =
| Sense-Heartsight-Range =
| Sense-Keen-Hearing-Range =  
| Sense-Precise-Hearing-Range =  
| Sense-Echolocation-Range =  
| Sense-Scent-Range =  
| Sense-Keen-Scent-Range =  
| Sense-Perfect-Scent-Range =  
| Sense-Airsense-Range = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 =|2 = |3 = 20|4 = 30|5 = 50|6 = 100|7 = 150|8 = 200}}
| Sense-Blindsense-Range =
| Sense-Cloudsense-Range =
| Sense-Lifesense-Range =
| Sense-Mindsense-Range =
| Sense-Tremorsense-Range =
| Sense-Watersense-Range =


  <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Senses-Custom-Text = Due to their Light Emission power, Mu Spores have effectively unlimited range with their Low Light Vision


===COMBAT TACTICS===
| NudgePerception = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 =|2 = |3 = 2|4 = 3|5 = 3|6 = 5|7 = 5|8 = 5}}
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| NudgeAC = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 =|2 = |3 = 2|4 = 3|5 = 3|6 = 5|7 = 5|8 = 5}}
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


===OUT OF COMBAT===
| NudgeHitPoints =  
  <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->
 
 
<!--  SAVING THROWS  -->
 
| Fort = S
| Refl =  
| Will = S
  <!-- Values: S (for Strong save), leave blank for Weak save
        * Most monsters have 1 strong save and 2 weak saves
        * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Dragons have 3 strong saves                              -->
 
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->
 
| SpecialDefenses =
  <!-- Put any DR or ER values here -->
 
| StrongAgainst =
  <!-- Put any 'immunity' or 'hardened' values here;
        immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
          '''''Hardened (½ damage):'''''
          '''''Immune (no effect):'''''                                                                  -->
 
| Hide-Role-Strong-Against-1 =
  <!-- Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))    -->
 
| Hide-Type-Strong-Against-1 =
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!-- Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any))    -->
 
| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!-- Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->
 
| WeakAgainst =
  <!-- Put any 'vulnerable' or 'defenseless' values here;
        vulnerabilities based on type (e.g. Vermin) are automatically added
          '''''Vulnerable (1.5x damage):'''''
          '''''Defenseless (2x damage):'''''                                                              -->
 
| Hide-Type-Weak-Against-1 =
| Hide-Subtype-Weak-Against-1 =
  <!-- Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
 
  <!-- MOVE TYPES -->
  <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;
        if they don't have that movement type, leave it blank                    -->
| Move-Type-Walk-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 =30 |1 =30|2 =30 |3 =30 |4 =40 |5 = 50|6 = 60|7 = 80|8 = 100}}
| Move-Type-Burrowing-Speed =
| Move-Type-Tunneling-Speed =
| Move-Type-Earth-Glide-Speed =
| Move-Type-Lesser-Climb-Speed =
| Move-Type-Greater-Climb-Speed =
| Move-Type-Brachiating-Speed =
| Move-Type-Vaulting-Speed =
| Move-Type-Hover-Speed =
| Move-Type-Lesser-Flight-Speed =
| Move-Type-Greater-Flight-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 =30 |1 =30|2 =40 |3 =50 |4 =60 |5 = 100|6 = 120|7 = 180|8 = 240}}
| Move-Type-Lesser-Swim-Speed =
| Move-Type-Greater-Swim-Speed =
| Move-Type-Jet-Speed =
| Move-Type-Lesser-Teleport-Speed =
| Move-Type-Greater-Teleport-Speed =
 
  <!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank -->
| Move-Type-Custom-Text =
 
 
 
 
| NudgeSpace =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
 
| NudgeReach = 1
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
 
 
 
<!--  GENERAL ATTACK INFORMATION  -->
 
| MeleeOrNatural = Natural
  <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->
 
 
 
<!--  PRIMARY ATTACK INFORMATION  -->
 
| PriAtkName = Shattered Gnash
  <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
 
| Pri-Atk-Dmg-Type = Gnashing
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| PriAtkNotes =
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
 
| PriAtkNotes-FullAtkOnly =
  <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->
 
| Override-Pri-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack)
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Pri-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Pri-Atk--Std-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack
        If not blank, this attack will do no damage, and instead list this value                            -->
 
| Override-Pri-Atk--Full-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for full attack
        If not blank, this attack will do no damage, and instead list this value                            -->
 
| Pri-Atk-Is-Touch =
  <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->
 
| PriAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
 
| NudgePriToHit = 1
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgePriDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| NudgeFullAtk-PriDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| Nudge-Pri-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes).
        Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName = Tentacle Smash
  <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
 
| Sec-Atk-Dmg-Type = Bludgeoning
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| SecAtkNotes =
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
 
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
 
| Override-Sec-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack)
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Sec-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Sec-Atk--Std-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack
        If not blank, this attack will do no damage, and instead list this value                            -->
 
| Override-Sec-Atk--Full-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for full attack
        If not blank, this attack will do no damage, and instead list this value                            -->
 
| Sec-Atk-Is-Touch =
  <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->
 
| SecAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
 
| NudgeSecToHit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 =|2 = |3 = |4 = 1|5 = 1|6 = 2|7 = 3|8 = 4}}
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSecDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| NudgeFullAtk-SecDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| Nudge-Sec-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes).
        Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
 
| Ter-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| TerAtkNotes =
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
 
| TerAtkNotes-FullAtkOnly =
  <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->
 
| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack)
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Ter-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Ter-Atk--Std-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack
        If not blank, this attack will do no damage, and instead list this value                            -->
 
| Override-Ter-Atk--Full-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for full attack
        If not blank, this attack will do no damage, and instead list this value                            -->
 
| Ter-Atk-Is-Touch =
  <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->
 
| TerAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
 
| NudgeTerToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeTerDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| NudgeFullAtk-TerDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| Nudge-Ter-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes).
        Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
 
| Qua-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| QuaAtkNotes =
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
 
| QuaAtkNotes-FullAtkOnly =
  <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->
 
| Override-Qua-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack)
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Qua-Atk--Std-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack
        If not blank, this attack will do no damage, and instead list this value                            -->
 
| Override-Qua-Atk--Full-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for full attack
        If not blank, this attack will do no damage, and instead list this value                            -->
 
| Qua-Atk-Is-Touch =
  <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->
 
| QuaAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
 
| NudgeQuaToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeQuaDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| NudgeFullAtk-QuaDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| Nudge-Qua-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes).
        Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName = Spore Blast
  <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->
 
| HasRangedFullAttack = Y
  <!-- Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIncrementDistance = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 20|1 =30|2 = 40 |3 = 50|4 =60 |5 = 70|6 = 80|7 = 100|8 = 150}}
  <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
 
| RangedAtkNumberOfIncrements = 5
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| Ranged-Atk-Dmg-Type = Abrasion
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| RangedAtkNotes = Roll to-hit against enemy targets. If up to one enemy is adjacent to an attacked enemy, that enemy also takes half damage, whether the main target is hit or missed, GM's choice of who takes it.
 
Plus: '''Zombie Fungus'''
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
 
| RangedAtkNotes-FullAtkOnly = Roll to-hit against enemy targets. If up to one enemy is adjacent to an attacked enemy, that enemy also takes half damage, whether the main target is hit or missed, GM's choice of who takes it.
 
Plus: '''Zombie Fungus'''
  <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->
 
| Override-Ranged-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack)
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Override-Ranged-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Override-Ranged-Atk--Std-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack
        If not blank, this attack will do no damage, and instead list this value                            -->
 
| Override-Ranged-Atk--Full-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for full attack
        If not blank, this attack will do no damage, and instead list this value                            -->
 
| Ranged-Atk-Is-Touch =
  <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
 
| NudgeRangedToHit =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeRangedDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| NudgeFullAtk-RangedDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| Nudge-Ranged-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes).
        Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| Nudge-Maneuver-Offense = 2
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Offense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
 
| Nudge-Maneuver-Defense = 2
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Defense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable = Y
  <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
 
| SiegeAtkName = Boring Spores
  <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
 
| SiegeAtkNotes = See other uses of Boring Spores, below.
 
Plus: '''Zombie Fungus'''
  <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->
 
| Override-Siege-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SiegeAtkIncrement = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 20|1 =30|2 = 40 |3 = 50|4 =60 |5 = 70|6 = 80|7 = 100|8 = 150}}
  <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->
 
| SiegeAtkNumberOfIncrements = 5
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| Nudge-Siege-Maneuver-Offense = 2
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSiegeDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
 
 
<!--  ABILITY SCORES  -->
<!--  Values: Numbers only!  If the monster doesn't have an INT or CON score, just put "0" (without the quotes) -->
| Str = 44
| Dex = 20
| Con = 36
| Int = 14
| Wis = 18
| Cha = 14
 
 
<!--  FEATS  -->
 
| Feat1 =
| Feat2 =
| Feat3 =
| Feat4 =
  <!-- Just the feat name; will be autolinked, and ShortDesc added -->
 
 
<!--  SKILLS  -->
 
| Skill1 = Knowledge (Dungeoneering)
| Skill2 = Knowledge (Local)
| Skill3 = Knowledge (Planes)
| Skill4 = Knowledge (Deep History)
| Skill5 = Sense Motive
 
| NudgeSkill1 = 2
| NudgeSkill2 = 2
| NudgeSkill3 = 2
| NudgeSkill4 = 2
| NudgeSkill5 = 2
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
| Skill5Notes =
  <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
 
 
<!--  LANGUAGES  -->
 
| Languages = Common, Terran, Sylvan, Undercommon, Aklo, Celestial, F'thaghu'fhalma, Jakrakt, Phlethegor, Tenebri, Yastermine, Druidic
  <!-- Comma-separated list -->
 
 
<!--  SPECIAL ABILITIES  -->
 
  <!--  AVAILABLE VARIABLES
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  Each of these variables can be modified with up to four parameters, all optional:
 
      Parameter 1, unnamed, adds or subtracts from the CR.
            Example: {{Ranged-Dmg|-2}} subtracts 2 to the CR before returning the value.
 
      Parameter 2, "n", modifies the base number directly.
            Example: {{Ranged-Dmg|n=-2}} subtracts 2 from the final value.
 
      Parameter 3, "op" lets you change the operand affecting variable 2.
            Values: mult, div, or leave blank (defaults to addition).
            Example: {{Ranged-Dmg|n=2|op=mult}} doubles the damage.
 
      Parameter 4, "d", modifies which die size the damage uses.
            This variable only applies to the damage variables.
            Values: d=4, d=6, d=8, d=10, d=12. Note lack of caps. 
            Example: {{Ranged-Dmg|d=10}} returns damage in form of d10's.        -->
 
 
  <!--  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
  Name        the name of the poison or disease or other malady. Example: Spider Venom
  Intensity    choose one: Tainted, Poisoned, Blighted, Infected, Diseased, Plagued. No linking brackets necessary.
  Save-Type    choose one: Fort, Refl, Will
  Save-Mod    Optional. Add or subtract from base DC. Example: -2 lowers DC by 2.
  Frequency    Optional. Values: rounds, minutes, hours, days, moons, years. Skip to use defaults (rounds for poisons, days for diseases).
  Effect      list effect. Example: {{Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{Standard-Dmg}} points of {{dmg|poison}} damage per interval.
  Fruition    list fruition. Examples: victim becomes [[Wobbly]]; victim dies; victim falls [[Prone]] and is [[Helpless]], etc.
  F-Duration  list when the fruition expires if not healed (if ever).  Examples: full night's rest; 1d4 days; permanent until healed, etc.
 
-->
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Light Emission
 
| Ability-1-Type = Su
  <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
 
| Ability-1-Action-Required = Always On, unless using Walk or deliberately turned off.
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-1-Concentration =
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
 
| Ability-1-Description = For eldritch, unknowable, reasons, Mu have a mysterious connection to Fundamental Light. This manifests as a pale glow, very similar to moonlight, which permeates the area around them. For purposes of most combats, this pale light is effectively everywhere, as Mu Spores can and do illuminate vast areas with their light to the far horizons, many miles at the least.
 
Light Emission fills all spaces within several miles of a flying Mu with dim light. This light is sourceless and omnipresent, and provides the equivalent of Dim Light to all beings within it. The GM determines where this light fades, but it is quite expansive. Out of combat, when the Mu is assumed to be in torpor, this light is completely harmless.
 
In combat, Light Emission is far more potent. Any creature within the area of Light Emission (which in most combats, will be everyone), can be designated by the Mu as an enemy as a free action. In most cases, a hostile Mu will immediately declare this upon all players as soon as they are able.
 
All enemies within the area of Light Emission suffer the [[Weakened]] condition, without benefit of save. This is terribly unfair, but fortunately, this weakness can be instantly removed by moving into an area of either Bright Light or Darkness. Only in Dim Light does Light Emission cause weakness in those the Mu despises.
 
Unfortunately, Bright Light will trigger the Mu's terrible Glow. See below.
 
  <!-- Replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = The Glow
 
| Ability-2-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Action-Required = Always On
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = Any creature in the area of a Mu's Light Emission power will be weakened. The fastest way to remove this is to create an area of either Bright Light or Darkness. Unfortunately, Any enemy subject to the Mu's Light Emission power (which will be all of them) who negates the Weakened condition by standing in either Bright Light or Darkness will trigger the Mu's terrible Glow.
 
Up to once per round per enemy, designated by a Mu, who fights a Mu, while in either Bright Light or Darkness so that they do not suffer the Weakened condition suffers {{Special-Standard-Dmg}} points of {{dmg|light}} damage at the end of their turn. Note that this Glow will affect a character even if they somehow leave the area of Light or Darkness after making any non-weakened attack, or break line of sight or even travel to other planes of existence. The terrible Glow is infused into their very fabric by the attack, and cannot be avoided.
 
  <!-- Replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Boring Spores
 
| Ability-3-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Action-Required = Swift
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description = As a swift action, a Mu can emit a blast of special, extremely deadly, spores, instead of or in addition to their normal spore blast. Boring Spores does no immediate damage, but instead inflicts the {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 =[[Singed]]|2 =[[Singed]] |3 =[[Singed]] |4 = [[Burned]]|5 = [[Burned]]|6 = [[Immolated]]|7 = [[Immolated]]|8 = [[Immolated]]}} condition if used against a creature, except that it does both {{dmg|dissolving}} damage AND siege damage. It is extremely important to remove this condition before the end of the round if possible.
 
Once each round, at the bottom of the round, the condition inflicts both the Dissolving damage against their hit points, and the Siege damage. These damage amounts are rolled and applied to their hit-points and their magic items as an Untargeted Sunder. Note that most items will receive the Broken condition from a single point of siege damage delivered this way, but some forms of Armor or Shield may take more. Any item with the Broken condition is ignored, and any excess siege damage is lost to no effect.
 
If you are subject to an un-aimed Sunder attempt, then your items are sorted for damage in the following order:
 
::* Shield
::* Armor
::* Weapon/Item held in main hand
::* Weapon/Item held in off-hand
::* Gloves
::* Bracers
::* Boots
::* Helmet
::* Belt
 
: If none of the above items are present, or all of them are broken, such an untargeted Sunder maneuver has no effect.
 
As if all of these effects are not bad enough, any living creature struck by Boring Spores is also subject to the effects of Zombie Fungus, without the benefit of a saving throw.
 
 
  <!-- Replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name = Fungal Slough
 
| Ability-4-Type = Sp
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Action-Required = Standard
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-4-Concentration = W
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description = Once per round as a standard action, a Mu may contort and shake themselves as if they suffer a terrible ague, their forms writhing awfully. They shake loose a veritable torrent of fungal gore, pallid flesh, vile fluids, and irritant spores, in vast numbers. This Fungal Slough affects a {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 3x3x3|1 =3x3x3|2 = 4x4x4|3 =4x4x4 |4 =5x5x5 |5 = 5x5x5|6 = 6x6x6|7 = 7x7x7|8 = 9x9x9}} space adjacent to the Mu, which must share a corner or an edge with the Mu's space. All enemy creatures caught within a Fungal Slough suffer {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = {{Special-Standard-Dmg}}|1 ={{Special-Standard-Dmg}}|2 = {{Special-Standard-Dmg}}|3 = {{Special-Standard-Dmg}}|4 = {{Special-Standard-Dmg}}|5 = {{Special-Standard-Dmg}}|6 = {{Special-Standard-Dmg}}|7 = {{Special-Alpha-Dmg}}|8 = {{Special-Alpha-Dmg}}}} points of {{dmg|rot}} damage. Making a Fort save against a DC of {{Save-DC}} will reduce this damage by half.
 
  <!-- Replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name = Zombie Fungus
 
| Ability-5-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Action-Required = Automatic after successful attack
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description = A creature struck by a Mu Spore's spores may also be affected by a poison which quickly rots the flesh, liquefying both muscle and bone:
{{Malady
| Name = Zombie Poison
| Intensity = Poisoned
| Save-Type =
| Save-Mod =
| Frequency =
| Effect = {{Ability-Dmg}} [[Ability Damage|CON damage]] and {{Special-Standard-Dmg}} points of {{dmg|poison}} damage per interval, and target is [[Impaired]]
| Fruition = Victim becomes [[Crippled]]; this cannot be cured as described in the condition, and requires the application of a Neutralize Poison spell.
| F-Duration = 1 day (full-night's rest).
}}
 
  <!-- Replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
 
  <!-- Replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
 
  <!-- Replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
 
  <!-- Replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
 
  <!-- Replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                    -->
 
| Role-Only--Replace-Rez-Power--Name = Diaspora Blast
 
| Role-Only--Replace-Rez-Power--Type = Ex
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Rez-Power--Action-Required = Automatic upon Death
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Rez-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Rez-Power--Description = The first time in a combat a Mu Spore is made dead, it falls still, hovering inert in the air or laid upon the ground, inert. Despite its death, it retains its place in the initiative order, and is Immune to all further damage. At the next time its initiative comes back around in the combat, its Diaspora Blast power activates.
 
As a free action, the Mu Spore returns to life, and bursts in a massive eruption of horrid matter, as it splits into two pieces!  It can immediately teleport one of the copies of itself to any valid space within 100 feet of its prior space without provoking, and it rolls the effect of a Fungal Slough both around its origin space, and it's destination space. Note that it is entirely possible for the two copies to be placed adjacent to each other, and if the two Fungal Slough's overlap, many spaces may be subject to both effects!
 
Even more impressive, one of the two copies it places upon the battlefield is an exact duplicate of itself at half hit points, while the other is a minion. The Mu Spore may choose which of the two copies is the minion, and which is the 'real' Mu.
 
The real Mu has all their conditions cleared, their hit points are set to its bloodied value of {{Bloodied-Hit-Points}}, and the beast fights on, with the help of its minion double.
 
    <!-- Replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.            -->
 
| Role-Only--Add-Killer-Power--Name =
 
| Role-Only--Add-Killer-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Add-Killer-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Add-Killer-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Add-Killer-Power--Description =
 
    <!-- Replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                  -->
 
| Role-Only--Replace-Leader-Power--Name =
 
| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Leader-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Leader-Power--Description =
 
    <!-- Replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                  -->
 
| Role-Only--Replace-Legend-Power--Name =
 
| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Legend-Power--Description =
 
    <!-- Replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                -->
 
| Role-Only--Replace-Minion-Power--Name =
 
| Role-Only--Replace-Minion-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Minion-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Minion-Power--Description =
 
    <!-- Replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                                -->
 
| Role-Only--Replace-Shooter-Power--Name =
 
| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Shooter-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Shooter-Power--Description =
 
    <!-- Replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                      -->
 
| Role-Only--Add-Skirmisher-Power--Name =
 
| Role-Only--Add-Skirmisher-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Add-Skirmisher-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Add-Skirmisher-Power--Description =
 
    <!-- Replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->
 
| Role-Only--Replace-Sneak-Power--Name =
 
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Sneak-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Sneak-Power--Description =
 
    <!-- Replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
 
| Role-Only--Replace-Swarm-Power--Name =
 
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
 
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Swarm-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  COMBAT TACTICS  -->
 
| CombatTactics = Mu Spores, despite being Plants, are intelligent and cagey combatants, although their tendency to torpors and constant glow means they will rarely if ever attempt an ambush.
 
They usually leave their Light Emission running at all times (see Out of Combat, below), and as such, will immediately declare all enemies as enemies, inflicting Weakened. Players can eliminate this condition easily by using normal light sources, but doing so triggers the Glow upon them, and that quickly becomes a terrible choice.
 
Mu can use their Light Emission and Glow to exterminate entire cities if they rampage past them at night. This sobering fact explains why Mu are so feared.
 
Mu will use their tremendous reach to make melee attacks against those who try to close with them, and will send Spore Blasts and, far worse, Boring Spores against those who attack at range. The Zombie Fungus carried in their spores is just an unpleasant reminder that Mu Spores are not to be trifled with, and if the Mu has an appropriate Role that they have minions, they will usually have Fungal Zombies as their associated monsters.
 
Mu Spores will fly above most combats, and if they can catch many enemies they will inundate the area around them with Fungal Slough. If they have minions, that Slough will often have zombies in it. As if they aren't terrible enough on their own....
 
If they are the sort of Mu to possess Diaspora Blast, they will typically use their weaker half as an attack bomb, sort of like a fireball with a monster inside it, while the main body flees, or attacks unrelenting.
 
There is no good way to fight a Mu Spore, but their terrible Glow means that they must be fought, immediately, and as far from any civilization as can be managed.
 
 
 
<!--  OUT OF COMBAT   -->
 
| OutOfCombat = Mu Spores are often integral parts of the ecology of the Unterwelt, and indeed, can be found in an astonishing array of places. Aquatic nations often have Mu Spores as light sources, and many sages and scholars speculate that Mu Spores, using their Light Emission and Boring Spores powers, have created the Unterwelt over the long eons of history.
 
It cannot be denied that in dark places (the Unterwelt, the Void, the Outer Madness, the Deep Dark, in the bosoms of the oceans, etc, etc, etc) many monsters find the presence of Mu Spores to be the key to their life and existence. These vegetable intelligences are rooted deeply in the Green, and their role in making life, even monstrous life, spread throughout the cosmos cannot be denied. Their ability to inflict Zombie Fungus means they are often associated with Fungal Zombies, but the exact relation between the two monsters is unknown.
 
Similarly, many Sages, Mages, and savants have speculated upon a link between Infested Treants and Mu Spores, but if such a link exists, it is not common knowledge.
 
That said, civilizations that use light (or darkness) are anathema to the Mu, and the Spark may be seen as the natural foe of the Mu's very existence.
 
 
 
<!--  TREASURE AND XP  -->
 
| Nudge-Treasure =
  <!-- Multiplies this value against normal treasure value.  1 will do nothing. 1.25 increases value by 25%.
      If zero, will display "This creature does not award any treasure", and removes remnant tables.        -->
 
| TreasureNotes =  
 
| Nudge-XP =  
  <!-- Multiplies this value against normal XP value.  1 will do nothing. 1.25 increases value by 25%.
      If zero, will display "This creature does not award XP".                                              -->
 
| XPNotes =  
 
 
}}

Latest revision as of 19:06, 29 July 2023

Mu Spore (LegendCR 21)

Neutral - Colossal - Plant
Lore: Know (Nature)
43 56
Basic DC Full DC
Initiative
Initiative Icon 2.png
38
Perception:
48 +38
Passive Active
Ambush:
13+
on a d20
  • Lore Notes: Mu Spores are usually Legends, but they are also commonly seen as Threats and even Villains. They almost always have a Role of some sort. They are never seen as Minions, Skirmishers, or Swarms, unless you are very unfortunate.
  • Ambush Notes: Mu Spores are usually either glowing, or enraged. They are terrible at ambushes, and will rarely even try.

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
50
Man Def
Shield Icon 3.png
49
Monster Health
4,616 2,308 40
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +23
Refl: +18
Will: +23

Strong Against:

  • (Legend Role) Immunity (partial 7): Legends are immune to the first seven conditions applied to them during an encounter. If an eighth condition is applied to a legend, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
  • (Plant 1) Immune (no effect): poisons (tainted, poisoned, blighted), magical sleep (drowsy, sluggish, asleep), paralyzed, stunned, polymorph
  • (Plant 2) Immune (no effect): Forced movement (including Drag, Reposition), Prone (quelled, prone, splayed)
Weak Against:

Offense

Size: Colossal
25 ft. 30 ft.
Space Reach
To-Hit
+32
Sword Icon 3.png
Man Off
+37
Sword Icon 3.png
Action
7
Points

Standard Attack (Melee):

  • 1x Shattered Gnash +32 (6d10+62/x2)
    as Gnashing (physical, uncommon)
  • 1x Tentacle Smash +32 (6d6+26/x2)
    as Bludgeoning (physical, common)

Full Attack (Melee):

  • 2x Shattered Gnash +32 (6d10+62/x2)
    as Gnashing (physical, uncommon)
  • 4x Tentacle Smash +32 (6d6+26/x2)
    as Bludgeoning (physical, common)

Standard Attack (Ranged):

  • 2x Spore Blast +31 (6d10+62/x2)
    as Abrasion (physical, uncommon)
    (Increment: 60 ft.; Max Range: 300 ft.)
    Roll to-hit against enemy targets. If up to one enemy is adjacent to an attacked enemy, that enemy also takes half damage, whether the main target is hit or missed, GM's choice of who takes it.

Plus: Zombie Fungus

Full Attack (Ranged):

  • 4x Spore Blast +31 (6d10+62/x2)
    as Abrasion (physical, uncommon)
    (Increment: 60 ft.; Max Range: 300 ft.)
    Roll to-hit against enemy targets. If up to one enemy is adjacent to an attacked enemy, that enemy also takes half damage, whether the main target is hit or missed, GM's choice of who takes it.

Plus: Zombie Fungus

Siege Damage:

  • 1x Boring Spores +37 (2d6)
    (Increment: 60 ft.; Max Range: 300 ft.)
    See other uses of Boring Spores, below.

Plus: Zombie Fungus

Statistics

44
STR
20
DEX
36
CON
14
INT
18
WIS
14
CHA

Skills:

Languages: Common, Terran, Sylvan, Undercommon, Aklo, Celestial, F'thaghu'fhalma, Jakrakt, Phlethegor, Tenebri, Yastermine, Druidic

Feats:

Special Abilities

Light Emission (Su) Always On, unless using Walk or deliberately turned off.

For eldritch, unknowable, reasons, Mu have a mysterious connection to Fundamental Light. This manifests as a pale glow, very similar to moonlight, which permeates the area around them. For purposes of most combats, this pale light is effectively everywhere, as Mu Spores can and do illuminate vast areas with their light to the far horizons, many miles at the least.

Light Emission fills all spaces within several miles of a flying Mu with dim light. This light is sourceless and omnipresent, and provides the equivalent of Dim Light to all beings within it. The GM determines where this light fades, but it is quite expansive. Out of combat, when the Mu is assumed to be in torpor, this light is completely harmless.

In combat, Light Emission is far more potent. Any creature within the area of Light Emission (which in most combats, will be everyone), can be designated by the Mu as an enemy as a free action. In most cases, a hostile Mu will immediately declare this upon all players as soon as they are able.

All enemies within the area of Light Emission suffer the Weakened condition, without benefit of save. This is terribly unfair, but fortunately, this weakness can be instantly removed by moving into an area of either Bright Light or Darkness. Only in Dim Light does Light Emission cause weakness in those the Mu despises.

Unfortunately, Bright Light will trigger the Mu's terrible Glow. See below.

The Glow (Su) Always On

Any creature in the area of a Mu's Light Emission power will be weakened. The fastest way to remove this is to create an area of either Bright Light or Darkness. Unfortunately, Any enemy subject to the Mu's Light Emission power (which will be all of them) who negates the Weakened condition by standing in either Bright Light or Darkness will trigger the Mu's terrible Glow.

Up to once per round per enemy, designated by a Mu, who fights a Mu, while in either Bright Light or Darkness so that they do not suffer the Weakened condition suffers 6d8+44 points of light (energy, uncommon) damage at the end of their turn. Note that this Glow will affect a character even if they somehow leave the area of Light or Darkness after making any non-weakened attack, or break line of sight or even travel to other planes of existence. The terrible Glow is infused into their very fabric by the attack, and cannot be avoided.

Boring Spores (Ex) Swift

As a swift action, a Mu can emit a blast of special, extremely deadly, spores, instead of or in addition to their normal spore blast. Boring Spores does no immediate damage, but instead inflicts the Burned condition if used against a creature, except that it does both dissolving (physical, rare) damage AND siege damage. It is extremely important to remove this condition before the end of the round if possible.

Once each round, at the bottom of the round, the condition inflicts both the Dissolving damage against their hit points, and the Siege damage. These damage amounts are rolled and applied to their hit-points and their magic items as an Untargeted Sunder. Note that most items will receive the Broken condition from a single point of siege damage delivered this way, but some forms of Armor or Shield may take more. Any item with the Broken condition is ignored, and any excess siege damage is lost to no effect.

If you are subject to an un-aimed Sunder attempt, then your items are sorted for damage in the following order:

  • Shield
  • Armor
  • Weapon/Item held in main hand
  • Weapon/Item held in off-hand
  • Gloves
  • Bracers
  • Boots
  • Helmet
  • Belt
If none of the above items are present, or all of them are broken, such an untargeted Sunder maneuver has no effect.

As if all of these effects are not bad enough, any living creature struck by Boring Spores is also subject to the effects of Zombie Fungus, without the benefit of a saving throw.

Fungal Slough (Sp) Standard
  • Concentration: 1d20 + 26 vs. a DC of 37 (11 needed on the die)

Once per round as a standard action, a Mu may contort and shake themselves as if they suffer a terrible ague, their forms writhing awfully. They shake loose a veritable torrent of fungal gore, pallid flesh, vile fluids, and irritant spores, in vast numbers. This Fungal Slough affects a 5x5x5 space adjacent to the Mu, which must share a corner or an edge with the Mu's space. All enemy creatures caught within a Fungal Slough suffer 6d8+44 points of rot (physical, rare) damage. Making a Fort save against a DC of 31 will reduce this damage by half.

Zombie Fungus (Ex) Automatic after successful attack

A creature struck by a Mu Spore's spores may also be affected by a poison which quickly rots the flesh, liquefying both muscle and bone:

Zombie Poison    (Injury vector; Poisoned intensity)
Save: Fort DC 31;     Frequency: 1/round for 3 rounds
Effect: 1d4+2 CON damage and 6d8+44 points of poison (physical, uncommon) damage per interval, and target is Impaired
Fruition: Victim becomes Crippled; this cannot be cured as described in the condition, and requires the application of a Neutralize Poison spell.
Fruition Duration: 1 day (full-night's rest).

Lash Out (Ex; Legend Role) Free Action 1/Rnd
During each of their turns, Legends gain one bonus Attack Action at their full attack value, but this bonus attack can only be made against a creature they have not already performed an attack or maneuver against since the start of their current turn, and by using this attack, the Legend can no longer target this creature with any of their other attacks or maneuvers until the end of their current turn. If no valid target is within their melee reach, the Legend can use a ranged attack to perform this bonus attack instead. If the Legend performs a double move during their turn, they gain two bonus attack actions, but each of these attacks must be against creatures they have not yet, and will not this turn, target with any other attacks or maneuvers.

Invigorating Bloodthirst (Ex; Legend Role) Auto At Start of Encounter
At the start of any encounter, even during an encounter with a surprise round, Legends gain a number of temporary hit points equal to their Bloodied Hit Points value (2,308 hit points). This ability can never be used more than once per encounter.

Juggernaut's Path (Ex; Legend Role) Free Action
Legends can force-move any non-Legend creature out of the path of their movement as a free action during their movement. This does not provoke attacks of opportunity. There is no strict limit to how far a creature can be pushed with this ability, but it is always the least number of squares required to move the creature out of the Legend's path (in the event that there are multiple paths of the same number of squares, the Legend chooses which path the pushed creature takes). This ability cannot be reduced by forced movement resistance in any way. The legend can decide the final space of the creature pushed, but that space must be unblocked and unoccupied (though it can be hazardous). As all forced movement, creatures can elect to fall prone to end it.
Mu Spore

Mu Spore

This creature possesses the Legend role, and therefore counts as 5 monsters for purposes of encounter size, XP award, and treasure.

Mu Spores are strange vegetal behemoths, eerie and terrible, known as much for their horrible rampages as they are for their eldritch wisdom. Mu Spores are truly huge, the size of a large house, at least, a vaguely spherical bulk of knotted roots, trunks, seething plasms of greens and yellows, all covered with knots, lumps, scars, eyes, and tentacles. So, so, many tentacles.

Mu spores have a 'bottom side' which is smoother and has fewer tentacles, but which has the property of producing a dim glow over a vast distance, many miles at the least. Even worse, the vile things float in the air as easily as they roll around on the ground, and possess a horrible mobility for a thing so large and awful. If you can persuade one to talk, they commonly settle on this glowing lower surface, ending the light, and will arrange their protuberances and tentacles into a surprisingly good facsimile of a humanoid face to gossip and bargain.

The Green favors these awful things, but how they arose, or why, is a mystery. Many sages and magicians speculate that Mu Spores are the byproduct of horrendous magical experimentation, like the owlbears. If that is the case, the attention of the Green has grown these things beyond all reckoning.

Mu Spores tend to be found in two ways. Most commonly, the mightiest of adventurers, far, far beneath the Earth, deep in the lowest pits of the Unterwelt, will come across a vast cavern lit by the light of one or several pale moons, casting a lambent glow over a scene of eerie beauty. Of course, so far below the nourishing vault of the heavens, that is no moon, but a vast Mu Spore, drifting in the air, enveloped in a torpor. In this state, it is said to be possible to approach the behemoth, and with care and gifts, sometimes persuade them to part with knowledge, or some of their valuable fruiting bodies, or tentacles, or cast-off eyes.

Usually, however, waking a Mu Spore will prompt it to a terrible rage, and the monster will attack with power unrelenting. Their tentacles crush and throw, they emit awful hails of digging spores, they wounds they inflict often grow awful...infestations, and worst of all, their terrible Glow saps and erodes all things not plant. A raging Mu Spore is dangerous, indeed.

This leads to the second way Mu Spores can be encountered, namely, one that is awake, enraged, and rampaging. Such rampages are mind-boggling in their power, and a rampaging spore that reaches the surface and nears civilization is a deadly threat, one that must be stopped by any means required. All true heroes, if they are mighty enough, will drop whatever they are doing to help stop a Mu Spore.

Combat Tactics

Mu Spores, despite being Plants, are intelligent and cagey combatants, although their tendency to torpors and constant glow means they will rarely if ever attempt an ambush.

They usually leave their Light Emission running at all times (see Out of Combat, below), and as such, will immediately declare all enemies as enemies, inflicting Weakened. Players can eliminate this condition easily by using normal light sources, but doing so triggers the Glow upon them, and that quickly becomes a terrible choice.

Mu can use their Light Emission and Glow to exterminate entire cities if they rampage past them at night. This sobering fact explains why Mu are so feared.

Mu will use their tremendous reach to make melee attacks against those who try to close with them, and will send Spore Blasts and, far worse, Boring Spores against those who attack at range. The Zombie Fungus carried in their spores is just an unpleasant reminder that Mu Spores are not to be trifled with, and if the Mu has an appropriate Role that they have minions, they will usually have Fungal Zombies as their associated monsters.

Mu Spores will fly above most combats, and if they can catch many enemies they will inundate the area around them with Fungal Slough. If they have minions, that Slough will often have zombies in it. As if they aren't terrible enough on their own....

If they are the sort of Mu to possess Diaspora Blast, they will typically use their weaker half as an attack bomb, sort of like a fireball with a monster inside it, while the main body flees, or attacks unrelenting.

There is no good way to fight a Mu Spore, but their terrible Glow means that they must be fought, immediately, and as far from any civilization as can be managed.

Out of Combat

Mu Spores are often integral parts of the ecology of the Unterwelt, and indeed, can be found in an astonishing array of places. Aquatic nations often have Mu Spores as light sources, and many sages and scholars speculate that Mu Spores, using their Light Emission and Boring Spores powers, have created the Unterwelt over the long eons of history.

It cannot be denied that in dark places (the Unterwelt, the Void, the Outer Madness, the Deep Dark, in the bosoms of the oceans, etc, etc, etc) many monsters find the presence of Mu Spores to be the key to their life and existence. These vegetable intelligences are rooted deeply in the Green, and their role in making life, even monstrous life, spread throughout the cosmos cannot be denied. Their ability to inflict Zombie Fungus means they are often associated with Fungal Zombies, but the exact relation between the two monsters is unknown.

Similarly, many Sages, Mages, and savants have speculated upon a link between Infested Treants and Mu Spores, but if such a link exists, it is not common knowledge.

That said, civilizations that use light (or darkness) are anathema to the Mu, and the Spark may be seen as the natural foe of the Mu's very existence.

Rewards

XP: 2,048,000 (Legend role included.)

Treasure: Sellable Goods worth 707,500 gp.

Weight: 1050 lbs.     Volume: 42 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 5 Nothing Found
6 - 10 1 Languid Remnant (tier 1)
11 - 14 1 Pale Remnant (tier 2)
15 - 17 1 Bright Remnant (tier 3)
18 - 20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 5 Languid Remnants (tier 1)
2 - 5 5 Pale Remnants (tier 2)
6 - 10 1 Intense Remnant (tier 4)
11 - 14 1 Blazing Remnant (tier 5)
15 - 17 1 Vital Remnant (tier 6)
18 - 20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 5 Bright Remnants (tier 3)
2 5 Intense Remnants (tier 4)
3 - 6 5 Blazing Remnants (tier 5)
7 - 10 5 Vital Remnants (tier 6)
11 - 14 1 Prime Remnant (tier 7)
15 - 17 1 Mythic Remnant (tier 8)
18 - 20 1 Empyrean Remnant (tier 9)