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Fungus Man

These small, non-aggressive plant-men appear to be mobile toadstools, with brightly colored caps, stubby arms and thick, trunk-like legs. They do not speak, but they hold up their hands in a sign of peace or supplication.

Fungus Man CR 2

XP 600
N Small plant
Init +2; Senses low-light vision; Perception +9


AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 16 each (3d8+3)
Fort +4; Ref +3; Will +2
DR 5/slashing or piercing; Immune poison, plant traits, Resist cold 5
Weaknesses vulnerable to fire


Speed 20 ft.
Melee slam +5 (1d3–2)
Special Attacks spore cloud


Str 6, Dex 15, Con 13, Int 9, Wis 12, Cha 10
Base Atk +2; CMB +3; CMD 11
Feats Agile Maneuvers, Skill Focus (Perception), Weapon FinesseB
Skills Perception +9, Stealth +10


Spore Cloud (Ex)

Once per round as a standard action, a fungus man can release a cloud of noxious spores. All living creatures within 5 ft. must make a DC 12 Fortitude save or become nauseated for 1d4+1 rounds. The save DC is Constitution-based. This is a poison effect, and once a creature successfully saves it is immune to the spore cloud of that particular fungus man for 24 hours.