Mycelium Madness
Mycelium Madness
Mycelium Madness
Madness
Josiah Rise
Mycelium
Madness
Written by:
Josiah Rise
Introduction 2
Chapter 1: Introduction 3
Appendices 52
Appendix A: Creature Stat Blocks 52
3 Introduction
Chapter 1
Introduction
Mycelium Madness is an adventure for the 5th edition of the world’s
most popular roleplaying game. Sentient mushroom monstrosities,
roving clouds of hallucinogenic spores, a corrupted dragon, and
much more await within these pages. Take players on a mind-
bending journey full of danger and mystery. Can they survive the
spore-infested, alien landscape of the Fungal wastes? Can they
uncover the secrets of a twisted town, where no one is as they seem?
Will they push back the spreading other-worldly corruption, or will
they succumb to it? The only way to find out is to play.
What is Mycelium?
When you see a mushroom, you are really only seeing part of the
whole organism. The rest of it exists underground as part of a
massive network of thin fungal threads. These networks are called
mycelium. Mycelium serves many functions essential to life, from
transporting nutrients to recycling dead bio-matter, and it even acts
as a sort of internet for plants to communicate with each other. If
you’d like to learn more about the strange world of fungi, see
Appendix E: Other Resources.
Most players will create characters that they embody over the course
of the story. Each player character, or “PC”, has different strengths,
weaknesses, abilities, personality traits, and goals. Each player
controls their own PC. The player characters are all on the same team
and are referred to collectively as “the party”. One player, however,
does not create a PC. This player serves as the “DM”, and has the
honor and responsibility of guiding the party through the adventure.
The DM embodies all of the monsters and non-player characters,
called “NPCs”. The DM also describes the environments the PCs find
themselves in and narrates the consequences of the PCs' actions. In
this way, players work collaboratively to create an exciting
improvised experience.
5 Introduction
What do I need to play?
To play Mycelium Madness, you will need the following:
▪ The DnD Basic Rules, which are available for free online
This adventure was written with PCs of around 6th level in mind. For
suggestions on adapting the adventure to a party of higher or lower
level, see page 8.
When the PCs confront a monster or NPC, you may need more
information about that creature’s ability scores, attacks, and
defenses. This information is contained in the creature’s stat block.
Stat blocks for NPCs can be found in appendix A. The text will specify
if a monster’s stat block is to be found in Appendix A. If the text does
not specify that a monster’s stat block is in Appendix A, then its stat
block can be found in the DnD Basic Rules.
The names of spells are italicized. Information about each spell can be
found in the DnD basic rules.
The text will sometimes prompt a roll of the dice. The notation for
these die rolls is xdy, where x is the number of dice to roll and y is the
number of sides on the die. For example, if the text states “a PC takes
2d8 slashing damage,” this means that the DM rolls an 8-sided die
two times, and the total is the amount of damage dealt.
Text that appears in a box like this is meant to be read aloud to the
players.
Introduction 6
Background
Hundreds of years ago the great dragon Zandreth was considered a
protector of these lands. One day during his travels he sensed a dark,
otherworldly presence and investigated its source deep
underground. What he found was a rift — a tear in the veil that
separates the planes of existence. The Rift was small and unstable,
but Zandreth was overcome by curiosity. He peered through the Rift,
and began to dream. On one side of the Rift was the Material Plane,
and on the other a realm of rot, fungus, and decay. He has been lying
there, dreaming, for nearly 300 years. Over that time, his mind and
body have been corrupted by the spores and whispers that seep
through the Rift.
7 Introduction
Adventure Overview
If the adventurers are to confront Zandreth and save Shroomsville,
they will first need to travel through the Fungal Wilds: an overgrown,
mutated landscape that surrounds the town. Once there, they will
have to investigate Shroomsville and its inhabitants. There are allies
and enemies to be made in Shroomsville, and no shortage of secrets
to uncover. The party will learn of Zandreth, who lies deep
underground at the source of Shroomsville’s corruption. Finally, they
will need to embark on a journey into the cavernous depths below.
When they find the Rift, Zandreth will be waiting.
Adventure Hooks
At the start of the adventure, the PCs have been hired to investigate
and put a stop to the strange happenings in Shroomsville. Some of
them may also have a more personal stake in the proceedings. Here
are some possibilities:
2. The world may have forgotten the name Zandreth, but your
family has not. Generations ago, the dragon brought your
ancestors to ruin. Now you have heard rumors that his name is
being uttered once more. If the dragon really has returned, then
you must be the one to find him; yours is a quest for revenge.
3. Years ago, a hag put a curse on you and your family. You left your
family and home behind, and vowed not to return until you
found the hag and broke her curse. After all this time, you’ve
finally tracked her to the quaint little farming town of
Shroomsville. Yours is a quest to free the ones you love.
Introduction 8
Scaling the Adventure
Mycelium Madness was written to be challenging for a party of level
6 adventurers. Here are some tips for running the adventure at
higher or lower level.
NPCs can aid lower level parties with information, healing, or joining
the party in combat. Higher level parties will find capable enemies as
well as friends. The prophet and the mayors proxy (see Chapter 2) in
particular will be keeping a close eye on them. Feel free to give them
access to whatever high level spells they may need in order to throw
a wrench into the adventurers’ plans. You can also consider:
Further Reading
Schwartzberg, Louie, director. Fantastic Fungi. Moving Art, 2019.
Stamets, Paul. Mycelium Running: How Mushrooms Can Help Save the
World. Ten Speed Press, 2005.
Sheldrake, Merlin. Entangled Life: How Fungi Make Our Worlds, Change
Our Minds & Shape Our Futures. Random House, 2021.
9 Introduction
Chapter 2
Into the Wilds
The characters have been hired to travel to Shroomsville and
investigate the many strange happenings there. Read aloud or give
the players the following letter, which details the mission.
Now this is all well and good, I mean, every small town has its
secrets, but something’s changed. A few months back, we started
hearing some… unsettling rumors. I sent some of my people to go
check things out. Only one came back. He’s been despondent, with
little memory of what he saw or where he went. We’ve managed to
pull out a small handful of details, none of them promising; mass
hallucinations, human sacrifices, and a name: Zandreth.
I want you to figure out what the hell’s going on in that town, and I
want it taken care of. If you can get it done you can name your price.
- Lawmaster O’Rourke
The Agent
The agent is a young man with short cropped hair and a glazed over
expression. There are thin strands of a fine, wispy substance
extruding from his skin, and tiny grayish-blue mushrooms sprout
from his gums and between his teeth. If questioned, the agent
repeats the following cryptic phrases:
▪ “The sun, he fears the sun. He has been many years without it… the
sun will cleanse him. The sun will set him free.”
A thick mist hangs low over the land, blocking out most of the sun.
What little light filters through takes on a dull orangish brown color.
The smell here is thick and earthy and alive. Millions of tiny spores
hang suspended in the air, unmoving except for the disturbance of
your breath, and they cling to you like static as you move through
them. Despite your best efforts, you can feel the gritty spores
sticking in your nostrils and the inside of your mouth. Massive
mushroom stalks loom overhead. If you look closely, you can watch
them growing before your eyes. The ground is coated in a multi-
colored mosaic of mushrooms in all shapes and sizes.
Foraging
The fungi of the Wilds are incredibly diverse. Several mushroom
varieties posses magical or medicinal properties, and many are just
plain delicious.
# of Mushroom
Survival Check Mushrooms 1d4 Type
11+ 1 1 Edible
Fairy Circles
A perfectly symmetrical ring of mushrooms is a strange sight in the
middle of the fungus-infested Wilds. Fairy circles indicate an area of
peaceful tranquility amidst a jungle of chaos. Resting in a fairy circle
is safe and comfortable, so long as the fairies within (2d6 sprites) are
suitably compensated.
Creatures may only enter a fairy circle if the fairies in residence allow
them to. Roll for, or choose, an option from the following table to
determine the fairies’ price.
Within the Mist, friction between water droplets, dust, and floating
spores can create static buildup and break out into violent lightning
storms. Visibility is severely reduced in a spore storm, and finding a
way out requires a Survival check, which is made with disadvantage.
The result determines how long it takes to escape the storm.
Every hour the party spends in the storm, lightning strikes the party’s
location. 1d4 party members must make a DC 14 Dexterity saving
throw, taking 3d10 lightning damage on a failed save and half as
much on a success.
The muddy streets seem to squirm beneath your feet. Have you
been here before? You hear a voice calling out to you. You turn to
look, but there’s no one there. Sometimes, you’ll take a few steps
only to realize you haven’t moved. You feel softer, lighter. There is
something strange going on with this place. There is something
strange going on with you.
▪ The previous mayor has fallen deathly ill, and has appointed
3 mayors proxy in her place. No one can remember how long
the mayor has been sick, what she looks like, or what her
name is.
People of Shroomsville 20
Hypha, the Mushroom Merchant
Medium humanoid (elf), neutral good, she/her
This sleepy looking elf peers at you from behind a large veil that
shrouds most of her body. She has a warm smile and dark,
melancholy eyes. A small garden of fungus grows atop her giant
mushroom cap, and fuzzy bits of lichen poke out from beneath the
bandages wrapped around her wrists and forearms.
21 People of Shroomsville
Oshanga, the Brewer
Medium humanoid (dragonborn), chaotic good, she/her
Oshanga runs the tavern and brewery in Shroomsville. She was once
a great warrior, feared and respected in equal measure. She is content
with the strange new life she has, but there is something missing
from her life that gnaws at her. She tries to take solace in the large
quantities of Rootwater that she consumes, but the feeling still keeps
her awake at night.
Traits My day to day life isn’t Flaws I have noticed that the
that interesting, but I don’t town is changing and that
mind. I’ve had enough near things aren’t as they seem, but
death experiences to not sweat I’ve let myself become
the small stuff. complacent.
Quest Oshanga’s daughter Enkish, along with the rest of the children
of Shroomsville, was stolen away by the mayors proxy. Oshanga
knows that she has lost something, but she cannot recall her
daughter’s existence. Oshanga wears a locket with Enkish’s portrait,
but she has rationalized that it must be a portrait of her mother at a
young age.
Aid If the party reunites Oshanga with her daughter, she will break
free from her spore-induced haze. As thanks, she will grant the
Spword, detailed in Appendix C, and join the party in their mission.
23 People of Shroomsville
Reven Ulara, the Prophet
Medium humanoid (half-elf), lawful neutral, he/him or
they/them
This stocky half elf wears faded and torn robes under a long dark
cloak. One eye is wrapped in bloody gauze, and the other darts
around in furtive glances. Underneath the gauze, dozens of tiny
mushrooms are growing from an infected wound. Despite their
cagey demeanor, they speak with a confidence and intensity that
can silence a room.
Reven Ulara is capable and intelligent, but thinks through the lens of
a crazed zealot. They speak of Zandreth the Enlightened, whose
mind ascended when his body fell into the caverns below. They
believe that by aiding Zandreth, they too, may become enlightened,
and that Zandreth’s masters will look kindly on Reven when they
arrive through the Rift. See the section on the cult.
Bonds This town is full of sheep Goal To find Zandreth, open the
just waiting to be slaughtered. Rift, and claim my destiny.
They don’t see the things I see.
I’m the only one who can save
them now.
Quest Reven wants to know who the mayors proxy really are, and
what their motives are. If the party helps expose the mayors proxy,
Reven will take up leadership of the town.
25 People of Shroomsville
Character
The MayorsName
Proxy
Medium fey, neutral evil
Details
Three figures stand before you; a dwarf, an elf, and a human of
ambiguous age. There’s something about these three that catches
your attention, which is strange because, by your eye, these are the
most “normal” people you’ve met in this town. There is no mold
growing from their skin, no mushrooms sprouting from underneath
their fingernails. Their eyes lack the distant, glazed-over quality
shared by the other townspeople and they do not laugh softly to
themselves or recite poetry into the sky. These people exude an air of
mundanity that makes them seem out of place.
Quest Reven, the cult leader, has proven to be too ambitious. The
mayors proxy want that to stop, and will enlist the party to destroy
the Oracle that the cultists worship in their rituals.
Aid If the party succeeds in destroying the Oracle, the hags will then
turn against them, framing the party as a common enemy for the rest
of the town to rally against. Exposing the hags is the only way to
restore the party’s good standing.
27 People of Shroomsville
Kafum, the Spore Sage
Medium humanoid (dwarf), true neutral, they/them
This old duergar is thin and lithe. Their mottled grey skin is coated in
layers of fungus, moss, and streaks of dried mud. Their dark eyes
have a hazy quality that belies Kafum’s keen and observant nature.
Kafum can share their wisdom on the power of the spores. They are in
possession of a variety of interesting potions and posses an extensive
knowledge of fungi. They have the most objective information about
the cult leader’s motivations and the true nature of the mayors proxy,
but can only share this information through vague riddles and drug-
induced visions. Kafum can be found in the Spore Sage’s grotto. They
will attempt to draw the party to them with whispers and visions.
Aid Kafum can be convinced to join the party in their mission. They
have no need for gold or treasures, but a PC may be able to inspire
them to action with a message they resonate with.
29 People of Shroomsville
Part 2: Shroomsville Locations
31 Places of Shroomsville
Places of Shroomsville 32
A2: The Mine Entrance
The mined out entrance to the caverns is little more than a large pit in
the middle of the street. It seems to be dug haphazardly, with more
enthusiasm than expertise. A plethora of mushrooms are growing up
from the caves below. Characters descending into the pit will find
themselves in the Shroomsville Caverns (see page 40).
33 Places of Shroomsville
The door to the mayor’s home is locked. The key can be found in the
mayor’s office. Inside is an explosion of fungal growth emanating
from the mayor’s decomposing body in the bedroom. The Mantle of
Mycelium, detailed in Appendix B, may be removed from her corpse.
A DC 12 Investigation check will reveal the mayor’s journal under the
bed. It documents some of the mayor’s strange visions that drew her
towards an otherworldly presence down in the caverns below the
town, as well as her decision to set up a mining operation to explore
them further. The abrupt, final entry of the journal documents the
arrival of three strange visitors, whose descriptions exactly match the
mayors proxy.
The door to the basement is also locked, and the key is on one of the
mayors proxy’s person. If the door is unlocked by anyone other than
the mayors proxy, a glyph of warding will go off, and all creatures on
the staircase to the basement must succeed on DC 15 Wisdom saving
throw or be turned into a frog, as if affected by the Polymorph spell.
Within the basement is a large black cauldron, and 2 cages along the
walls. Within the cages are about a dozen terrified children,
including Oshanga’s daughter Enkish.
Places of Shroomsville 34
A4: The Church
The steeple is overgrown with twisting fungus. Inside, the altar has
been replaced with a hulking mass of fungus and growth and…
people. There are several corpses intertwined within the the strange
mass of growth, which is actually a sentient creature the cultists refer
to as the Oracle (see Appendix B). It has been using the cultists to
provide itself with the nutrients and dreams for which it hungers. In
return, it allows the cultists to partake in its addictive spores and the
revelatory visions they provide. The corpses within are known as the
acolytes, and can be pleaded to for knowledge and blessings in return
for a drink of rootwater.
Reven’s study can be found on the second floor. The door to the study
is sealed using the Arcane Lock spell, which can be bypassed using
Reven’s password “sporis que suffoco”. The door can be destroyed
with a DC 25 Strength check or unlocked with a DC 25 thieves’ tools
check. The room is cluttered. Books and scrolls are stuffed into
shelves and chests. A journal lies open on the desk. The words are
written in Abyssal, the ink smeared with blood. A PC that can
decipher the writing will find pages upon pages of kaleidoscopic
illustrations and the fuzzily reconstructed fragments of half-
remembered dreams. A DC 15 Investigation check will uncover 2
potions of healing, a spell scroll of Daylight, and a spell scroll of Dream
hidden throughout the room.
35 Places of Shroomsville
Places of Shroomsville 36
The Oracle
Reven has rallied a growing number of townspeople to their
righteous cause. Together, they perform rituals and make sacrifices
to a bizarre fungal creature they call the Oracle. They do this in order
to tap into a vast mycelium network of shared consciousnesses that
includes Zandreth as well as his otherworldly masters.
Reven leads you past the crumbling walls and rotting pews. They
pause before stepping up onto the stone chancel. You can imagine at
one point a humble altar may have rested upon it. Now though, the
elevated stone slab is split right through the middle. From the
jagged fissure erupts a cornucopia of tangled fungal flesh.
37 Places of Shroomsville
The drink flows into your stomach and radiates outward. As the
sensation spreads through your cells, your cells spread with it. You
feel lighter. You feel emptier. Little by little, you disperse.
The sensation of your body fades away. Your thoughts unfurl and
disappear. You don’t see. You don’t hear. You just… feel, as the ground
beneath you opens up and your particles are drawn down into the
mycelium below. You descend, and you expand, down beneath the
church, below the town, beneath the sprawling caverns and twisting
tunnels, through soil and rock and darkness until, eventually, you
feel a presence. An ancient, stalking presence pacing within a
cavernous chamber. At the center of the chamber, a singular point of
prickling sensation. It calls to you, pulls you closer. You begin to see
it more clearly. It is a connection, an overlap. It is a point of refraction
between two worlds, two realities. This is what the Oracle sent you
to see.
Places of Shroomsville 38
Chapter 4
What lies Below
When the players begin their exploration underground, they will
find themselves winding through numerous interconnected tunnels
and caverns. Some of these are man-made, but many more seem to
have been created by natural causes.
Should the PCs delve deep enough, they will eventually come face-
to-face with Zandreth himself.
Shroomsville Caverns
B1: Entry Tunnel
This tunnel leads west to the mine entrance (see page 32).
You find yourselves at the mouth of a large cavern. The walls of this
chamber seem to throb and pulse in rhythm with your heart beat.
Tiny spores swarm the air here. They’re billowing like smoke up out
of a wide crevice in the ground, surrounded by glowing runes.
An ominous glow emanates from the Rift; it pulses in time with the
walls. With each pulse, your vision swims, then clarifies, over and
over and over. A creaking, groaning sound bounces from the walls. It
is the sound of a building settling; it is the sound a flower makes
when it blooms. You hear muffled laughter. You realize it’s yours.
You watch as strands of glowing light emerge from your pores and
stretch outward. They snake and coil through the air in a dense web
of energy. They’re everywhere. Billions of single-cell strands of
energy weaving between you and the clumps of fungi scattered
throughout the chamber. A mass of strands disappears into the Rift,
and you feel a presence reaching out to you from the other side…
Zandreth lies atop a raised area in the back of the cavern. Zandreth
will give the party a chance to explain why they are trespassing, but
will immediately attack if he senses the slightest hesitation or deceit.
Zandreth uses the fungal dragon stat block in Appendix B. Zandreth
will protect the Rift until he is either freed of his corruption or is
killed.
The Rift is visible in the center of the chamber. When the party
approaches, a protective barrier of magical energy springs up around
the Rift, blocking it from view. A shimmering ethereal cord of
mycelium emerges from the barrier and connects to the back of
Zandreth’s skull in a flash of light.
Once, the creature before you radiated power and confidence. Now,
it reeks of pain and contempt. Zandreth’s eyes are hidden beneath a
mass of oozing fungus. Tendrils of mycelium run the length of his
body, and hundreds of mushrooms burst forth from his flesh and
scales. As he stalks his chamber, his wings drag on the ground
behind him, weighed down by fungus to the point of uselessness.
Zandreth has spent the last 300 years in this very chamber. The
spores have infected his body as well as his mind. Mycelium stretches
through his body, it wraps around his bones and crawls across his
scales. The smothering fungus keeps him alive, if just barely. He has
been sworn to protect the Rift until it is ready to be opened
Aid If the party can break through Zandreth’s corruption and help
him remember who he truly is, then Zandreth will temporarily turn
against the Rift that enslaved him.
Zandreth HP Barrier AC
189 25
126 20
63 15
0 10
Freeing Zandreth
Zandreth has an additional stat known as his Lucidity score. His
Lucidity score increases by 1 each time a creature deals at least 30
points of damage to him on their turn and each time a creature
spends their action trying to parley with him and succeeds on a DC 15
Charisma (Persuasion) check. Zandreth’s Lucidity score becomes 0 at
the end of each of his turns.
If Zandreth succeeds on this saving throw and the barrier has already
been destroyed, he is permanently freed from his corruption (see
page 51).
If not, then the Rift will become a functional portal through which
further corruption, and worse, can spill forth. The party has an even
greater threat on their hands or, perhaps, an opportunity to seek
power and riches in the service of a new master.
If the party reunited Oshanga with her daughter, she will be a loyal
ally for life. If the Rift was destroyed, Oshanga will lead the efforts to
rebuild her home. She will rally the citizens of Shroomsville and
become a respected leader and protector.
Wrapping Up 50
Did Zandreth survive?
If Zandreth succumbed to his corruption, the party will have a
dangerous enemy to contend with in the future. Zandreth will
destroy the town of Shroomsville, and use both it and the
subterranean caverns as his lair.
51 Wrapping Up
Zandreth, the Returned
Huge dragon, neutral good, he/him
Wrapping Up 52
Appendix A
NPC Stat Blocks
Hypha, the Mushroom Longbow. Ranged Weapon
Attack: +5 to hit, ranged
Merchant 150/600 ft., one target. Hit: 7
(1d8 + 3) piercing damage.
Armor Class 14 (leather armor)
Appendix A 54
Cantrips (at will): druidcraft, concentration is broken, up to 1
produce flame, shillelagh hour (as if concentrating on a
spell). Any equipment Kafum
1st level (4 slots): cure wounds, carries is invisible with them.
create or destroy water, faerie fire,
healing word
Reven Ulara, the Prophet
2nd level (3 slots): barkskin, pass
without trace, spike growth Armor Class 13 (15 with mage
armor)
3rd level (2 slots): meld into
stone, speak with plants Hit Point 43
55 Appendix A
expended spell slots when they Str Dex Con Int Wis Cha
finish a short or long rest.
Reven has the following 12 12 12 10 13 18
warlock spells prepared: (1) (1) (1) (0) (1) (4)
Hit Point 43
Speed 30 ft.
Appendix A 56
Chomper
Small fungus (plant), unaligned
Known colloquially as chompers, the biting tooth fungus is a
carnivorous mushroom with a highly specialized hunting tactic that
allows it to consume prey much larger than itself. A group of
chompers lie in wait for an unsuspecting creature to step too close.
The mushrooms chomp down on their victim and drag it
underground where other chompers latch on and help to bury the
creature before collectively digesting it.
57 Appendix A
False Appearance. While the chomper remains motionless, it is
indistinguishable from a regular mushroom.
Actions
Chomp. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) bludgeoning damage and the target is grappled (escape DC
12).
Cordyceps Crawler
Tiny fungus (plant), unaligned
Appendix A 58
Armor Class 12
Speed 25 ft.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1
piercing damage.
59 Appendix A
2 Days: Random crying and the occasional visual or aural
hallucination.
7 Days: Mushrooms sprout from the cap of the skull; creature loses
the ability to speak and has only a dim awareness of its environment.
At dawn of each day after the 7th, the creature must make a Charisma
saving throw. The DC of this save is equal to the number of days that
the host has been infected. On a failure, the creature's Intelligence,
Wisdom, and Charisma scores become 1 and the crawler takes full
control of the creature's body. The crawler can no longer be removed
from the host.
Appendix A 60
61 Appendix A
Dream Shaper
Large aberration, unaligned
Dream shapers are perhaps the least understood (and therefore the
most feared) of the Fungal Wilds’ many peculiar denizens. They are
driven by their hunger for the psychic energy of sentient creatures. A
dream shaper can draw sustenance from the same party of
adventurers for months, even years, with the victims going about
their dream lives with perfect contentment. In reality, however, their
unconscious bodies swing from the creature’s tendrils as it drifts
aimlessly among the spore clouds.
Appendix A 62
Death Scream. When the dream shaper dies, each creature currently
charmed by it must make a DC 15 Charisma saving throw, taking 14
(4d6) psychic damage on a failed save, or half as much damage on a
successful one.
Actions
Multiattack. The dream shaper makes two attacks. The dream
shaper may replace one attack with a single use of Psychic Pulse.
Reactions
Damage Transfer. While the dream shaper has a creature charmed, it
can use its reaction when it takes damage to transfer some of the
damage to the charmed creature. The dream shaper takes only half
the damage dealt to it, and a creature charmed by the dream shaper
takes the other half as psychic damage.
63 Appendix A
Fungal Dragon
Huge dragon, neutral evil
The fungal dragon is a once-majestic being whose body and
thoughts have been corrupted by spores. A once-lucid mind is
cracked under the weight of nightmarish hallucinations. Now, with
its mind in tatters, the dragon is instinctive and reactive, fearful and
violent.
The dragon has lost its ability to fly, as its wings are weighted down
by fungus and the muscles are atrophied from disuse. The dragon's
breath weapon has also been warped into a way for the spores to
proliferate to even more victims.
Speed 30 ft.
Appendix A 64
Sunlight Sensitivity. While in sunlight, the fungal dragon has
disadvantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.
Actions
Multiattack. The fungal dragon makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9
(1d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7
(1d6 + 4) slashing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 8
(1d8 + 4) bludgeoning damage.
65 Appendix A
Short-Term Madness
d100 Effect (lasts 1 minute or until saved)
The character retreats into their mind and becomes
01 - 20 paralyzed. The effect ends if they take any damage.
The character becomes incapacitated and spends the
21 - 30 duration screaming, laughing, or weeping.
The character becomes frightened and must use their
31 - 40 action and movement each round to flee the dragon.
71 - 75 The characterisn’t
does whatever anyone tells them to do that
obviously self-destructive.
Legendary Actions
The fungal dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The fungal
dragon regains spent legendary actions at the start of its turn.
Appendix A 66
Lair Actions
When fighting inside its lair, the fungal dragon can invoke the
ambient magic to take lair actions. On initiative count 20 (losing
initiative ties), the fungal dragon can take one lair action to cause one
of the following effects:
The fungal dragon can't repeat an effect until they have all been used,
and it can't use the same effect two rounds in a row.
67 Appendix A
Fungal Forger
Medium fungus (shapechanger), neutral evil
Though their motivations may be unknowable, fungal forgers tend to
follow predictable patterns. First, the forger chooses an individual
that catches their interest. They will stalk the creature for days,
weeks, sometimes longer, doing nothing more than observing from
a distance. Eventually the forger reveals itself. This always ends
violently, as forgers only ever take the shape of a creature they’ve
killed. Perhaps the most insidious part: the forger, now disguised as
its victim, continues to live out his or her life as if nothing ever
happened. Loved ones will notice that something’s off, of course, but
who in their right mind would correctly guess that their spouse has
been replaced by some terrifying fungal monstrosity?
Armor Class 13
Speed 30 ft.
Appendix A 68
Actions
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6
+ 3) piercing damage and the target must make a DC 15 Constitution
saving throw, taking 21 (6d6) acid damage on failed save, or half as
much damage on a successful one.
Fun-ghoul
Medium undead, chaotic evil
Some of those poor souls who perish within the Wilds are not
allowed the luxury of death. Sometimes, the ecosystem still has need
of them, and so dispatches mycelium to reanimate their bodies in
undeath.
Armor Class 10
Speed 25 ft.
69 Appendix A
Turn Resistance. The fun-ghoul has advantage on saving throws
against any effect that turns undead.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6
+ 1) bludgeoning damage and the target must make a DC 11
Constitution saving throw. On a failure, the target takes an additional
7 (2d6) necrotic damage and the fun-ghoul regains hit points equal to
the amount of necrotic damage dealt.
Appendix A 70
The Oracle
Huge fungus (plant), unaligned
Armor Class 8
Speed 0 ft.
Acolytes. The oracle has up to 4 acolytes. The acolytes can not act on
their own, and must be controlled by the oracle itself. Each acolyte
has AC 12 and 30 hit points. The acolytes share the oracle’s blindsight,
and are immune to the blinded, charmed, deafened, and frightened
conditions. The acolytes’ creature type is undead.
71 Appendix A
Actions
Multiattack. The oracle uses Command Acolyte 4 times and then uses
Envelop.
Envelop. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit:
12 (2d8 + 3) bludgeoning damage, and the target is grappled (escape
DC 15). Until this grapple ends, the creature is restrained.
Legendary Actions
The oracle can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. The oracle regains spent
legendary actions at the start of its turn.
Appendix A 72
Lair Actions
When fighting inside its lair, the oracle can invoke the ambient magic
to take lair actions. On initiative count 20 (losing initiative ties), the
oracle can take one lair action to cause one of the following effects:
▪ The oracle fills its lair with sparkling purple spores that
vibrate and hum in the presence of magic. Whenever a
creature within 60 feet of the oracle casts a spell, the
creature takes psychic damage equal to 2 times the spell's
level (minimum of 1). The spores last until initiative count 20
of the next round.
▪ The oracle fills its lair with a dense cloud of inky black
spores. The area within 60 feet of the oracle is considered
heavily obscured. The spores last until initiative count 20 of
the next round.
The oracle can't repeat an effect until they have all been used, and it
can't use the same effect two rounds in a row.
73 Appendix A
Sporeling
Small fungus (plant), neutral
Sporelings are a fledgling species, having only just recently acquired
sentience. Sporelings come in a variety of body configurations, and
many absorb objects into their body to use as weapons or tools.
Sporeling tribes do not have leaders, as they do not place value on
the concept of the individual.
Speed 20 ft.
75 Appendix A
Appendix C
Magic Items
Amulet of Spore-Speaking
Wondrous item,uncommon
Mantle of Mycelium
Wondrous item, rare (requires attunement)
77 Appendix B
Mycelia-weave Bracers
Wondrous item, very rare (requires attunement by a spellcaster)
These bracers are woven from a silky mesh of fungal mycelium. A few
dozen tiny mushrooms poke out from the mesh, and the surface
itself is imbued with an iridescent sheen. The bracers can have up to
3 charges. While wearing and attuned to the bracers, you can use your
reaction when you are targeted by a spell to absorb some of the
spell’s energy and gain a charge. This does not prevent the spell’s
effects. Additionally, the spell must be targeting only you and not
with an area of effect.
Appendix B 78
Mushroom Helm
Wondrous item,uncommon
The Spword
Weapon (any sword), very rare (requires attunement)
The hilt and blade of this sword are covered in dozens of mushrooms
in all shapes and colors. You have a +1 bonus to attack and damage
rolls with the Spword. When you hit a creature with the Spword, you
may cause the sword to release some of its spores and produce one of
the following effects:
Once an effect has been used, that effect cannot be used again until
the next dawn.
79 Appendix B
Notice of Open Game Content: This product contains Open Game Content, as defined in the Open
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Appendix B 80
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15.COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy
Crawford,Chris Perkins, Rodney Thompson, Peter Lee, JamesWyatt, Robert J. Schwalb, Bruce R.Cordell,
Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
Printed in China
81 Appendix B