- Founding Partner House Seven Stars (Amethyst)
- Planewalker’s Guild 1°-Astral
- Seeker 3°
- Pantheistic College of Celestian 3°
- Defender of Bluerophil
- GreatSpace Order of Hermes
Born to a younger son of the Merchant House Ke’randyl and a former adventurer, “Drake” developed an early aptitude for magic. While participating in the family business, he first heard the call of Celestian while traveling with a caravan to the City of Greyhawk.
Embracing the ways of The Traveling God, he ranged farther and farther afield with various trade missions until tragedy struck. While venturing to the northwest the caravan was caught in an outbreak of plague. After weeks of delirium, Drake’s fever broke and he awoke to a scene of devastation. The only survivor of his caravan, he was one of only a few in the area to live through the disease. Even his siblings, who were traveling with the trading mission, did not make it.
Drake is a painter, and his long trips through the Flow between Spheres has given him ample time to build up quite a body of works.
Campestri
Tiny Plant
Hit Dice: 1d8 (4 hp)
Initiative: +0 (Dex)
Speed: 30 ft
AC: 12 (+2 size)
Attacks:Slam +2 melee
Damage: Slam 1d2-3
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Special Attacks: Spores
Special Qualities: Sound imitation, tremorsense, plant traits
Saves: Fort +2 Ref +0 Will -1
Abilities: Str 4 Dex 11 Con 10 Int 4 Wis 8 Chr 9
Skills: Listen +10, Perform (melody) +1, Spot +4
Feats: Weapon Finesse (slam)
Climate: Any marsh
Organization: Herd (4-24)
Challenge Rating: 1/6
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Tiny)
Campestri are a tiny mushroom people, perhaps vaguely related to myconids. They look like little toadstools with faces, and have no limbs. They seem to have no concerns, and are carefree and oblivious to just about everything. They come in many colors, from white to tan to dark brown, but all have reddish or purple caps with speckles. Campestris move by expanding and contracting their roots to form a simple walking motion. Campestris sleep during the day, and only move around at night.
These fungi are just smart enough to have very simple reasoning capacities, and have developed a rather warped sense of humor. A campestri herd forms a sort of collective intellect, by which they seem to double their intelligence. Druids or bards may be vaguely aware of the existence of campestris through old legends.
Campestri are a musical people, and will flock to anyone singing or playing instruments, even if the music is extremely bad. They sing and dance along with the music, and are capable of imitating both words and instrumentation. They tend not to repeat the words very well, as they lack understanding of any language. A bard that can teach campestris to sing on key has accomplished an awesome task.
Campestri absorb salty soil, filter out the salt, and expel an oily paste of purified soil. This makes campestri taste extremely salty, which does keep many swamp predators away, although bullywugs consider them a delicacy.
COMBAT
Campestris are very weak in combat, and only attack creatures as a distraction. They can make a sort of sprinting action to butt opponents, and can use this tactic to swarm spellcasters and break their concentration. They will usually release their spores in the first round of combat, as this is their only real defense.
Spores (Sp): Once per day, a campestri can release a spore cloud in a radius of 10 feet. These spores affect all breathing creatures as a slow spell if they fail a Will save (DC 10), for 1d4+4 rounds.
Sound Imitation (Ex): Campestris remember every sound they have ever heard, and are able to repeat it in their obnoxious, nasal falsetto. They do not remember words very well though, and tend to mispronounce everything they try to speak or sing.
Plant Traits: A campestri is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects. The creature also has low-light vision.
Skills and Feats: A campestri gains skills and feats as though it were a fey. Campestri receive a +6 racial bonus to Listen checks.
1993 Wizards of the Coast, Inc.
Originally found in Dungeon #41 (“Old Man Katan and the Incredible, Edible Mushroom Band,” Ted James Thomas Zuvich, 1993), and Monstrous Compendium Annual One (1994).
The ‘Psionic Blue’ Template
This idea was spawned from the ‘blue/psionic’ goblins found in the Psionics Handbook.
A psionic blue is a normal run-of-the-mill creature born different. Their bluish skin/hair/feathers/etc. set them apart. They are often smaller than average with eyes less dull than usual. Otherwise they resemble their kin. In combat they act as support backing up their tribe or allies with their innate powers.
Constructing a Psionic Blue creature:
The Psionic Blue template can be applied to any humanoid, monstrous humanoid, giant, beast, or animal without any spell like, supernatural, or innate psionic abilities etc.
Hit Dice: as base creature
AC: -2 Nat armor and as changed by bonus feat
Special Qualities: Psionics: at will manifested as a psion of it’s character level: two 1st lvl powers and one 2nd lvl power
Saves: as changed by ability changes
Abilities: Dex -2, Con -2, Int +2, Wis +2
Psionic Power Points: 3+ Int Bonus Initial +1/Char Lvl:
Skills: +4 racial bonus to move silently checks
Feats: Inertial Armor as a bonus feat
CR: +1
Effective Character Level: Lvl Adjust: +1
Treasure: standard
Advancement: as base creature or by character class as appropriate. Favored Class: psion
Notes:
Psionic Blue
Transmutation
Sor/Wiz 5
Components: V, S, M, XP
Saving Throw: Fort negates
SR: yes
CT: 1 hr per HD of creature to be transformed
Range: touch
Target: any living corporeal humanoid, monstrous humanoid, giant, beast, or animal without any spell like, supernatural, or innate psionic abilities etc.
Duration: permanent
Components: tuft of hair from a Psionic Blue creature
Transforms any living corporeal humanoid, monstrous humanoid, giant, beast, or animal without any spell like, supernatural, or innate psionic abilities etc. into a Psionic Blue creature per the given template.
Costs 100 XP per HD of creature to be transformed.
Author: unseenmage, retooled and adjusted by loki
Wow. I never thought one of my such early designs would ever see use like this. Thank you for putting it to use.
Sincerely, Unseenmage
Thank you for creating it! It’s actualy been part of our campaign bible since about two years before Hurricane Katrina.
Leave a comment with a link to where you are posting your current work, would love to see what you’ve developed since.