3e SRD:Fungus, Phantom

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Phantom Fungus

Size/Type: Medium Plant
Hit Dice: 2d8+6 (15 hp)
Initiative: +0
Speed: 20 ft.
AC: 14 (+4 natural)
Attacks: Bite +3 melee
Damage: Bite 1d6+3
Face/Reach: /
Special Attacks:
Special Qualities: Plant, Improved invisibility
Saves: Fort +6, Ref +0, Will +0
Abilities: Str 14, Dex 10, Con 16, Int 2, Wis 11, Cha 9
Skills: Move Silently +5
Feats:
Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium-size); 5-6 HD (Large)


Combat

Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

Improved Invisibility (Su): This ability is constant, allowing the phantom fungus to remain invisible even when attacking. This works just like improved invisibility cast by a 12th-level sorcerer, and lasts as long as the phantom fungus is alive. This ability is not subject to the invisibility purge spell. Once killed, a phantom fungus becomes visible after 1 minute.

Skills: Phantom fungus has a +5 racial bonus to Move Silently checks.



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gollark: It would not work with their custom mod versions very well.
gollark: That's what they want you to think.
gollark: What if they are cryogenically frozen and can theoretically be awoken but are currently not doing things?
gollark: Is someone asleep alive? What if they're in a coma?
gollark: Functioning how?
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