ASCOMOID

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.

  • Piercing weapons, such as spears over 6 feet long, score double damage.
  • Shorter stabbing weapons do damage as if against a small-sized opponent.
  • Similarly, blunt weapons do not harm ascomoids,
  • slashes and cuts from edged weapons cause only 1 point of damage;

  •  

     
     
     

    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