Fungal Folk Alchemist I

Family: Fungal Folk Alchemist

Medium monstrosity, neutral evil

Armor Class 14 (natural armor)
Hit Points 6 (1d8+2)
Speed 30 ft.

12 (+1) 16 (+3) 14 (+2) 12 (+1) 10 (0) 8 (-2)

Condition Immunities charmed, frightened, paralyzed, petrified, poisoned
Skills Stealth +5
Senses passive Perception 12
Languages Undercommon
Challenge 1 (200 XP)

Special Traits

  • Stalk-still. A fungal folk that remains perfectly still has advantage on Dexterity (Stealth) checks made to hide.


  • Stone Knuckles. Melee Weapon Attack: +5 to hit. Hit: 6 (1d6+3) slashing damage.
  • Spore Bomb. Ranged Weapon Attack: +3 to hit, range 30/60 ft. Hit: 2 (1d4) poison damage and the target must succeed on a DC 12 Constitution saving throw or see 4 versions of the fungal folk for 1 minute. An affected creature making an attack against one of the visions has a 25% chance to hit the real fungal folk. The affected creature can attempt the saving throw at the end of each of its turns, ending the effect on a successful one.


A stout fungal being with malevolent red eyes glares at you. It holds a large puffball mushroom in its hand, and you notice many more hang at the ready on its volva.

These communal myconids make their homes in dense wet forests, feeding upon the decay of fallen trees and occasionally fallen creatures. They never stop growing throughout their lifespan but do reach a maximum size before growing beyond their ability to support their own weight, at which point their cap splits open, spilling spores into the soil to begin the cycle of life anew.

Fiercely protective of their food source, the fungal folk alchemists will attack any creature that wanders anywhere near its feeding ground, fearing competition for their decomposing trove. The fungal folk alchemists are so called because of their ability to harvest their own neurotoxic spores that grow within their very fibers.

They collect the spores, grind them into a powder upon rocky surfaces, and finally coat them with the feathery gills from beneath their caps. An adhesive spittle is used to encapsulate the powder within the gills and also to adhere the completed puffballs to their volva for later use. As the fungal folk alchemist grows throughout its life, so too does the toxic properties of its spores, causing a surprising array of effects upon its hapless victims. The average fungal folk alchemist carries 1d6 neurotoxic puffballs attached to its body. Any creatures killed will be partially buried in the ground and left to decompose until considered ripe enough to feed upon.

Section 15: Copyright Notice

Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky’ Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb