While carnivorous plants aren’t rare in this game, you don’t usually get active nocturnal predators. Fungoids are an exception, tall, stocky figures of living fungus who lair in any swamp warm enough to support them with a taste for humans, elves, and goblins. (As if the alligators and the hydras weren’t bad enough already!) Their lairs are dark, as far away from light as the fungoids can manage, and often ringed with mushrooms, enough to stand out in the already fungi-rich environment of your average swamp.
Beyond their predilection for eating party members and one of their most common low-level nuisances, fungoids are interesting for being occasionally willing to gang up on larger prey but never willing to share meals. Tactically, that presents some opportunities – they usually won’t join together against targets, meaning they’ll try to attack everyone, but sufficiently tough adversaries can get their attention. At the same time, while fungoids are generally relentless predators, one that’s satisfied with its victim might drag them off. All in all, that’s a useful mix that can present a party with some tough choices. Their low intelligence and general lack of cooperation makes fungoids a poor choice as minions, though I’m sure sufficiently clever GMs – or insufficiently tasty druids – might find a way to make use of them.
More isolationist and anti-social than even most black dragons, the juvenile black dragon Bramnerick deliberately established a lair in the isolated Larack Fens. The dragon is counting on the widely known and relentlessly violent fungoids to drive away uninvited guests. Able to hunt farther afield than the fungal predators and not seen as prey, the black dragon is ignored but any would-be dragonslayer or explorer can expect to be practically besieged.
Having beaten the Horseeater goblins back from their raiding, a party of adventurers is stunned to find a group of the goblins including the new chief groveling at their tents one dark night. Rather than ambush the adventurers, the goblins offer them several tribal treasures to deal with the “biter mushrooms”. With their taste for goblin flesh, a cluster of fungoids has been preying on the goblins, dragging away any of them they can catch never to be seen again. Haunted by their fears, the tribe is on the edge of extinction.
Lonely and consumed by a fear it’s the last of its kind, a shambling mound has somehow befriended the small gang of fungoids that it shares a bog with. Several times now, as the worst storms brew up, the shambling mound has led the fungoids in a strange intricate rite, trying to create more shambling mounds. The local elves are alarmed at the idea of more shamblers in their midst and not sure – yet – how to deal with the situation.
- Tome of Horrors Complete 298