Myconauts are emissaries of the loam folk, or myconids. They primarily gather information on any cultures they encounter in their travels. Rarely, they join with other travelers and take part in adventurers to gather further information. In these situations, they might also share information about the loam folk. Myconauts are so named for their use of hallucinogenic spores to aid them in their exploration of the world of the living outside the loam.


Myconauts survive by hiding in plain sight, often as members of religious groups, though they rarely occupy positions of power, preferring the humble role of acolyte for its relative anonymity. They may also pose as pilgrims or travelers. As adventurers, they gravitate to the roles of rogue or wizard with Charisma and Intelligence as their primary abilities.

  • Ability Score Increase. Your Charisma increases by 2, and Intelligence score increases by 1.
  • Age. Myconauts reach maturity after 6 years and can live for a 1000 years, the eldest becoming true oracles or sovereigns in the Mycelium Web.
  • Alignment. Most myconauts are True Neutral.
  • Size. Myconauts range from 5 to 7 feet and weigh 135 to 200 lbs.
  • Speed. Your base walking speed is 30 feet. You have a swimming speed of 30 feet.
  • Language(s). You can understand, read and write Common and Undercommon.
  • Senses. Myconauts have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colors in darkness, only shades of grey.
  • Size. Komodokin are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet. You have a swimming speed of 30 feet.
  • Language(s). You know Draconic and one other language of choice. Draconic is thought to be one of the oldest languages. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
  • Environmental Equilibrium. Myconauts do not suffer normal environmental effects from extreme heat or cold. They cannot be poisoned. They absorb water and nutrients directly from decaying matter and soil while in contact with it. They can ingest normal food if needed to maintain their disguise.
  • Organic Archive. Myconauts absorb and store information for any experience, interaction, or mental connection they make and recall it with unusual accuracy. Myconauts treat all knowledge skills as though they were proficient and double their proficiency bonus on any they are proficient in.


  • Morph Spores. As a free action, myconauts may eject spores in a personal radius of 5 feet and affect any sentient creature in that area. The spores cause a limited form of shapechange, morphing the myconaut or its target into whatever shape or form is desired. The new shape must be of the same size and approximate mass as the myconaut. Targets must succeed on a Charisma saving throw equal to 8 + your proficiency modifier + your Charisma modifier or remain in this new form for one hour, after which they can repeat the saving throw, ending the effect on itself on a success. These spores are often used in conjunction with disguise and other methods of subterfuge.
  • Investigation spores. As an action, you expel rapport spores in a 20-foot-radius. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
  • Animating Spores. As an action, you can target one humanoid corpses or a Large or smaller beast within 5 feet and release spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse is animated for 1d4 + 1 days or until destroyed, and it can’t be animated again in this way. You can only have one spore servant at a time. You regain use of this trait when you complete a long rest.
d4 Myconaut Quirks
1 You have absolutely no sense of humor, or your humor is incredibly dark and macabre.
2 You are a creature of ludicrous ritual and habit, cleaning and preparing your equipment for each day’s observations.
3 You seek out libraries wherever you go and spend hours poring over texts.
4 You try not to get too close to others; they are just going to die anyway.
Section 15: Copyright Notice

Book of Monstrous Might (C) 2021 Total Party Kill Games. Author(s): Brian Berg, Mark A. Hart & Danny Grimes.

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