Born from the flesh of decaying hosts, fungal creatures have
all the abilities and intelligence of the original with none of the memories,
soul, or humanity. While they can
think and even speak and reason, their overwhelming need to reproduce obliterates
all other considerations.
From damp subterranean caverns to faerie groves to orbiting
biospheres to planar realms of decay, fungal creatures can sprout up almost
anywhere. They’re perhaps at their
most deadly when they grow from woodland creatures. Adventurers might not even they’re dealing with a fungal
nymph, for instance, rather than the real thing until it’s too late.
Twice now the centaur
Sengar Shorthoof has defied his people: once in helping adventurers against
orders, and more recently in entering the forbidden Nymphwood, chasing after
his wayward (and presumably enchanted) brother. The tribe will waste no more tears on Sengar, but they
grudgingly decide to let his adventuring friends know of his trespass. Sadly, the trouble is worse than they
know: the eponymous nymph is long dead, and the fungal nymph that has replaced
her is well on her way to making spawn of the two centaurs as well.
Born from the corpse
of a dark naga, Skullcap is a rubbery jet-black serpent with a white
mushroom cap like a cobra’s hood.
When not directing his myceloid and vegepygmy servitors, he delights in
reading the tomes of philosophy and magic left by his living naga
predecessor. Over time he has come
to see himself as a new stage in evolution, and he warmly welcomes interlopers
as future hosts and his own prodigal children—even as he seeks to feed them his
spores and even his fungal blood.
A birdbath and sundial in a mysteriously well-kept
garden is actually a portal to a series of magical realms, one for each of the
twelve hours of the day. The realms belong to common figures from local fables,
both beneficent and dire. (Adventurers who take the time to examine the
illustrations on the rim of the dial before getting drawn inside will gain
clues as to each realm’s inhabitants.)
The adventurers may move freely from territory to territory, but they
may not escape until the have faced down the lands’ greatest master, a fungal
wyvern that lords over the Realm of Noon.
—Pathfinder Bestiary 4
116–117
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