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  SYSTEM REFERENCE DOCUMENT 3.5  
PHANTOM FUNGUS

 

Medium Plant

Hit Dice:

2d8+6 (15 hp)

Initiative:

+0

Speed:

20 ft. (4 squares)

Armor Class:

14 (+4 natural), touch 10, flat-footed 14

Base Attack/Grapple:

+1/+3

Attack:

Bite +3 melee (1d6+3)

Full Attack:

Bite +3 melee (1d6+3)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Special Qualities:

Low-light vision, plant traits, greater invisibility

Saves:

Fort +6, Ref +0, Will +0

Abilities:

Str 14, Dex 10, Con 16, Int 2, Wis 11, Cha 9

Skills:

Listen +4, Move Silently +6, Spot +4

Feats:

Alertness

Environment:

Underground

Organization:

Solitary

Challenge Rating:

3

Treasure:

None

Alignment:

Always neutral

Advancement:

3–4 HD (Medium); 5–6 HD (Large)

Level Adjustment:

This creature looks like a brown and greenish-brown mass with a cluster of nodules atop the main mass, though it is visible only when dead. A cluster of nodules atop the main mass serve as sensory organs. The creature feeds and attacks with a gaping maw lined with rows of teeth. Four stumpy legs support the creature and allow it to move about. This ambulatory fungus is naturally invisible, making it a feared predator among subterranean inhabitants.

COMBAT

A phantom fungus usually roams quietly, hunting for prey. It attacks lone individuals almost anywhere, but when tackling groups it prefers an open space where it has a better chance .

Greater Invisibility (Su): This ability is constant, allowing a phantom fungus to remain invisible even when attacking. It works like greater invisibility (caster level 12th) and lasts as long as the phantom fungus is alive. This ability is not subject to the invisibility purge spell. A phantom fungus becomes visible 1 minute after it is killed.

Skills: A phantom fungus has a +5 racial bonus on Move Silently checks.

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