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- Name: Myconid
- Race: Myconid
- Appearance: Big Myconid
- Personality: Forgetful Myconid
- Backstory: Forgetful Myconid
- HINDERING INJURIES
- EQUIPMENT
- Statistics
- Proficiency: 3
- Wounds: 14
- AP: 3
- Corruption: 0
- Resistance: 2
- CMS: 4
- Ability Scores
- Strength: 13
- Dexterity: 12
- Fortitude: 14(+4)
- Intelligence: 10
- Wisdom: 10
- Charisma: 8(-2)
- SKILLS
- Climbing(STR):
- Swimming(STR):
- Acrobatics(DEX):
- Sleight of Hand(DEX):
- Sabotage(DEX):
- Stealth(DEX):
- Animal Handling(WIS):
- Perception(WIS):
- Medical (WIS):
- Crafting(WIS):
- --Crafting Subskills go here.
- Arcane(INT):
- Nature(INT):
- Knowledge(INT):
- --Knowledge Subskills go here
- Diplomacy(CHA):
- Cunning(CHA):
- Intimidation(CHA):
- Artistry(CHA):
- Artistry Subskills go here
- PERKS/ABILITIES
- Basic Attack(1 AP): Make an attack with your weapon.
- Dodge(1 AP): Reactionary action. Attempt to dodge an attack.
- Regeneration: Myconids regenerates flesh at an accelerated rate. For every hour, a Myconid loses 3 Wounds. For every short rest, a Myconid removes one of their average or smaller injuries. For every long rest, they may cure serious or grievous injuries.
- Dark Sight: Myconids may see in the dark as well as the day.
- Bouncy: A Myconid's skin is naturally rubbery and resistant to blunt force trauma. They gain +2 Resistance to all physical damage.
- Change Appearance: By manipulating the multiple spores found within their bodies, a Myconid may manipulate various aspects of themselves. Notably: Their voice, their skin colour, and body (always medium).
- Strange Anatomy: With such a strange anatomy, Myconid vitals are naturally hard to really strike. Critical hits always deal 1.5x the amount of damage to them instead. Additionally, their hit dice are 1d10 instead of 1d8.
- Spell Slots:
- Level 1:
- Spells
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