Mu Spore: Difference between revisions

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Revision as of 23:12, 19 May 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 always have a Role of some sort. They are never seen as Minions, Skirmishers, or Swarms.
  • 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
47
Monster Health
4,616 2,308 40
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +23
Refl: +18
Will: +18

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.
  • (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
  • (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. 25 ft.
Space Reach
To-Hit
+31
Sword Icon 3.png
Man Off
+35
Sword Icon 3.png
Action
7
Points

Standard Attack (Melee):

  • 1x ''''' +31 (6d10+62/x2)
    as undefined damage type
  • 1x ''''' +31 (6d6+26/x2)
    as undefined damage type

Full Attack (Melee):

  • 2x ''''' +31 (6d10+62/x2)
    as undefined damage type
  • 4x ''''' +31 (6d6+26/x2)
    as undefined damage type

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

STR
DEX
CON
INT
WIS
CHA

Skills:

Languages:

Feats:

Special Abilities

Light Emission ()
The Glow ()
Boring Spores ()

Fungal Slough ()

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 tentalces, 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, 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

Out of Combat

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)