By whatever name, the Deepearth/Underdark/Darklands—this
blog generally sticks with “the Land Below” to avoid treading on anyone’s IP—is
a magical place.
Like a pizza made in the Hyborian Age, fantasy worlds’
crusts are stuffed, not with rock and magma, but with strange radiations, dying
gods, mysterious vaults, lost worlds, seas that never see the sun, and magic,
magic, magic. So it makes sense
that the fauna and especially the flora would reflect this. Competition for nutrients is fierce in
the dark, and enough evolution and magic combined would certainly produce a
fungus that moved, hunted actively, and even turned invisible.
(Also, on the metagame level, phantom fungi are an easy way
to train players about prepared strikes and greater
invisibility.)
That said, I think it’s easy for phantom fungi to feel…just plunked down in the dungeon. I think phantom fungi are best used
when they feel natural—in fungal forests, near streams, growing out of
graveyards, and in magical places where other features fade in and out, glow,
or otherwise defy expectations.
And like a lot of plant monsters, they work especially well when
combined with other monsters—plant or otherwise.
The ranger Cambersun
hides just outside the graveyard of the duergar town of Jord. A magic ring renders him invisible to
plants, and so he has cultivated a number of deadly fungi to protect his
lair. A combination of
strategically placed yellow musk creepers and brown mold patches complement
three voracious phantom fungi.
The Vanishing
stole the gnome kingdom of Bettenwurf from this reality, beginning their long
exile and their transformation from dwarf-cousins to the fey creatures they are
today. Where Bettenwurf stood is
now a land only semi-real, stuck half in and half out of the Ethereal
Plane. Since plants grow poorly in
the mists, fungi have replaced them in most ecological niches, and phantom fungi
line the borders of what is now “the Bettengulf” as sneaky and effective
natural sentinels.
In the rainforest of
Cosa, phantom fungi move about the branches, sheltering in the dark beneath
the shelf-leaves of the giant canopy trees. Though slightly weaker than most underground specimens, they
make up for this by being more maneuverable. Sticky filaments on their stalks allow them to cling
sideways to tree trunks and even hang upside down, the better to take prey by
surprise. Their favorite food is
giant frogs, and gripplis hunt these beasts with a passion.
—Pathfinder Bestiary 3
219
Confession: I don’t love the phantom fungus—I find the fake
mouth kind of illogical (and this is coming from someone who can’t say enough
good things about shadow-stealing stag-birds) and its habits as described
(prefers not to attack groups, but if it does, it prefers loud individuals?)
contradictory. It’s always felt
very much like a check-the-box monster—“We need a plant at this CR”—and the way
its invisibility works feels a bit video-game-y,
something I could easily imagine fighting in some Mario ghost house. Of
course, rescuing/refurbishing creatures like that is the whole reason this blog
exists. But apparently my gut
wasn’t far off—this post is fascinating, given the author.
Filbypott popped by to weigh in on petitioners. Any other 2e and Planescape fans out
there have favorite petitioner NPCs/factions/hooks involving them? And A.A. sent me a trove to dig
through—I haven’t checked out the links yet, but feel free to join me.
In other news, my coworker (actually one of my bosses) texts
me over the weekend. Says his
cousin is coming to town. Cool, I
reply. Says, A drummer. Double cool, I reply. Says, Have I ever heard of the band Fol
Chen?
Um, hell to the yes.
So guess who I hung out with last night…?
To provide context for the phantom fungus, as I enjoy the danger they represent at their CR level/tier, I had them as alien plants, encountered in a dungeon that had several cold storage chambers for an ancient civilization's experiments and discoveries. So I concur that such a weird fungus needs context!
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