FREQUENCY: Very rare ([Temperate
Wilderness Mountains], [Temperate Wilderness Hills], [Temperate Wilderness
Plains], [Temperate Wilderness Desert])
FREQUENCY: Very
rare ([Tropical Wilderness Mountains], [Tropical Wilderness Hills],
[Tropical Wilderness Plains], [Tropical Wilderness Desert])
FREQUENCY: Very rare ([Dungeon Level VII])
NO. APPEARING: 1
ARMOR CLASS: 3
MOVE: 12" (see below)
HIT DICE: 6+6
% IN LAIR: 40%
TREASURE TYPE: Incidental
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1 point/1'
cloud diameter <likely, 'cloud' is an error. probably should be 1 point
per 1' of diameter. ie. 5-10 points>
SPECIAL ATTACKS: Spore jet
<(Against L opponents, or those who have inflicted damage upon the ascomoid!)>
SPECIAL DEFENSES: [SB]
MAGIC RESISTANCE: [SB]
INTELLIGENCE: Unratable
ALIGNMENT: Neutral (evil)
SIZE: L (5' - 10' diameter)
LEVEL/X.P. VALUE: VII |
775 + 8
SAVES: 10.11.12.12.13 (F8, Unratable INT)
Ascomoids are huge
puffball-like
fungi with very
thick, leathery skin.
<interestingly, puffballs
are placed within basidiomycota,
not ascomycota>
Movement: They MOVE
by rolling. At first movement is {slow}--3" for one round, 6"
the next, then 9", then
finally 12"--but they can keep it up for hours
without tiring.
The creature's surface is
covered with numerous pocks which serve as sensory organs.
Each pock can also emit
a jet of spores.
Ascomoids attack by rolling
into or over opponents. Small and medium-sized <S & M>
opponents are knocked down
and must rise during the next round
or remain prone. Ascomoids
also USE their spore jets to attack dangerous
enemies. Large opponents
or
those who have inflicted damage upon
the ascomoids will always
be attacked by spore jets. The stream of
spores is about 1 foot in
diameter and 30 feet long. Upon striking, the
stream puffs into a cloud
of variable diameter (5-20). The creature(s)
under attack must save vs.
poison or die from infection in its (their)
internal systems in 1-4
rounds. Even those saving are blinded<l> and
choked to such an extent
that they will require 1-4 rounds to recover and
rejoin melee. Meanwhile,
they are nearly helpless, and all attacks upon
them are at +4 with no shield
or dexterity bonuses allowed.
Different types of weapons affect the ascomoid differently.
and magical
attacks, such
as magic
missiles, fireballs, and
lightning,
etc., are saved against at +4,
and damage is only 50% of
normal. (Cold-based attacks are at normal
probabilities).
<>
As these fungi have no minds
by ordinary standards, all
spells affecting the brain
(charm, [ESP], etc.), unless specific
to plants,
are useless.
<made note at [charm plants] : is the ascomoid some kind of a plant-fungi hybrid?>
<
12 = 5' diameter, 871 XP
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54 = 10' diameter, 1207
XP
>
puffball:
1. not worth FP (Food Points)
2. might be an ingredient in some scroll
inks