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Fungus Man King

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 King CR 4

XP 1,200
Male giant fungus man
N Medium plant
Init +1; Senses low-light vision; Perception +12

DEFENSE

AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 45 (6d8+18)
Fort +8, Ref +3, Will +5
DR 5/slashing or piercing; Immune poison, plant traits, Resist cold 5
Weaknesses vulnerable to fire

OFFENSE

Speed 20 ft.
Melee slam +5 (1d4)
Special Attacks spore cloud

STATISTICS

Str 10, Dex 13, Con 17, Int 9, Wis 12, Cha 10
Base Atk +4; CMB +5; CMD 15
Feats Agile Maneuvers, Iron Will, Skill Focus (Perception), Weapon Finesse B
Skills Perception +12, Stealth +5

SPECIAL ABILITIES

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 16 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.

Base Creature