Granny Toadstool

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Granny Toadstool (Gladys Oakenhelm)
Granny.jpg
Race: Hill Dwarf, Class: Druid (Circle of Spores)
Background: Hermit, Alignment: Neutral
Patron Deity: Mother Earth
Factions:
Ability Scores
Strength 9 (-1) , Dexterity 12 (+1) , Constitution 18 (+4) ;
Intelligence 10 (+0) , Wisdom 20 (+5) , Charisma 12 (+1)
Proficiencies
Bonus: +3
Saving Throws: Intelligence, Charisma
Skills: Medicine (Wis), Nature (Int), Perception (Wis), Arcana (Int)
Tools: Brewer's Supplies, Herbalist Kit
Languages: Threxantran (Common), Goltiri (Dwarfish), Huldra (Undercommon), Adrian (Druidic)
Armor: Light armor, medium armor, shields (no metal)
Weapons: Battleaxe, handaxe, throwing hammer, warhammer, club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear
Traits
Darkvision 60'(Dwarf), Dwarven Resilience (Dwarf), Stonecunning (Dwarf), Dwarven Toughness (Dwarf), Natural Recovery (Druid), Wild Shape (Druid), Hail of Spores (Druid), Symbiotic Entity (Druid)
Feats
Polearm Master
Combat
Attacks:Mushroom Staff in conjunction with Shillelagh +8, 1d6+5 bludgeoning, Versatile + Constitution Save DC 15 or 3d6 poison / Polearm Master attack: +8 bludgeoning 1d4+5dam
Armor Class: 15 (Studded Leather+Shield), Initiative: +1, Speed: 25
Hit Points: 89, Hit Dice: 8d8
Social
Personality Traits: If I were a poetic girl I’d say that I am as a dandelion on the wind, free to bob and breezily meander wherever life takes me. But I’ve never been that poetic, and I ain’t been a girl in centuries. I can be as sweet as I can be cantankerous, and as practical as I can be stubborn. I try to keep my calm and be the voice of reason, but dwarven blood runs deep in these old stringy veins. Hurt me and mine and you’ll get a walloping, as sure as sin! The most kindness ever shown to me is from my Circle, and the most peace I’ve ever felt has been in my wife’s arms (may she rest in peace) amid the glorious mushroom forest that is at the heart of my Belief.
Ideals: I know you might think I’m soft in the brain, but I’m a mushroom person. Now hold on, I didn’t mean that literally you silly child! My Circle taught me that death, as uncomfortable as it is, is as much a part of life as life itself. Can’t have one without the other now can you? Death is the valley of the Great Wheel, the peace of letting go and coming, inevitably, to rest. But the Wheel is a circle after all. From Death comes birth, rebirth, the billion tiny, grasping mycelium of Nature feeding voraciously on What Was Before. Fungi hold hands with death, and with nature, and without their patient, turgid bloom we would not be here. So laugh if you will, call me the crazy Granny, but I’ll still be cackling when you’re six feet under, feeding my babies! Regardless of our lofty mortal goals and machinations, it is Nature that is most important. It is a pure thing, and must be protected.
Bonds: My Circle is no more, but it lives on in me. Nothing is ever truly dead, and transformation is not only inevitable but necessary. My Circle protected an artifact that, in the wrong hands, could tip the balance of nature itself. That artifact has been stolen, but I must do all that is within me to get it back and keep it safe. To do anything less would be to let down the only people that ever meant the world to me.
Flaws: Oh my, you see orcs in the distance? Well! Let me tell you about this one time when me and Ila were trekking through the woods, minding our own business when…Oh! They’re shooting arrows at us! How rude! So yes yes, I got a story for everything. When you’ve lived as long as me, nothing’s really a surprise anymore now is it? You can get me off on a tangent on any old thing, trust me. Like this one time I got sweet talked into joining a ring of temple prostitutes…

Mushrooms were the roses in the garden of that unseen world, because the real mushroom plant was underground. The parts you could see - what most people called a mushroom - was just a brief apparition. A cloud flower.
-Margaret Atwood

In this quiet, peaceful time of twilight there is, in this great circle of life, an awful lot of hunting and fishing and catching and killing and dying and eating going on all around me. As the old fisherman said, 'That's the way with life. Sometimes you eat well; sometimes you are well-eaten.
-Paul G. Quinnett

Backstory

Granny Toadstool's Long and Drawn Out Backstory

Traits

Racial Traits

  • Darkvision: I can see 60' as though normal lighting, and another 60' as dim lighting.
  • Dwarven Resilience: I have advantage on saving throws against poison, and I have Resistance against poison damage.
  • Dwarven Combat Training: I have proficiency with the Battleaxe, Handaxe, Light Hammer, and Warhammer.
  • Tool Proficiency: I gain proficiency with brewer's tools
  • Stonecunning: Whenever I make an Intelligence (History) check related to the origin of stonework, I am considered proficient in the History skill and add double my proficiency bonus to the check, instead of my normal proficiency bonus.
  • Dwarven Toughness: My hit point maximum increases by 1, and it increases by 1 every time I gain a level.

Druid Traits

  • Druidic: I know Druidic, the secret language of druids. I can speak the language and use it to leave hidden messages. Myself and others who know this language automatically spot such a Message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
  • Wild Shape: I can use my action to magically assume the shape of a beast that I have seen before. I can use this feature twice. I regain expended uses when I finish a short or Long Rest. See The Player's Handbook pg 66 for more details.
  • Circle of Spores (Druid Circle):
    • Halo of Spores: I can launch toxic spores at other creatures. To do so I use my reaction on my turn to deal 3 poison damage to one creature I can see within 10 feet of me. This damage increases to 6 at 6th level, 9 at 10th level, and 12 at 14th.
    • Symbiotic Entity: I can channel magic into the spores that infuse me. When I use my Wild Shape freature, I can awaken those spores rather than transforming. When I do so, I gain 3 temporary hit points per level I have in this class, the damage of my Halo of Spores feature doubles, and my melee weapon attacks deal an additional 1d6 poison damage to any target I hit. These benefits last for 10 minutes per druid level or until I use my Wild Shape again.
    • Fungal Infestation: If I damage a humanoid or beast of small or medium size with my Halo of Spores ability, I can casue the creature to rise as a zombie at the end of my turn. It has one hit point. In combat, its turn is immediately after mine. It obeys my mental commands, and the only action it can take is the Attack action, making one melee attack. It remains animate for one hour, after which time it collapses and dies. I can create and maintain one zombie of this nature at 6th level and raises by one for every 3 levels after 6th.

Background Traits

Feats

  • Polearm Master: I can keep my enemies at bay with reach weapons. I gain the following benefits:
    • When I take the Attack action and attack with only a glaive, halberd, or quarterstaff, I can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is 1d4, and the attack deals bludgeoning damage.
    • While I am wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an attack from me when they enter the reach I have with that weapon.

Spells

Spell save DC: 15
Spell attack modifier: +7

  • Cantrips: Chill Touch, Shillelagh, Druidcraft, Guidance
  • Spell Slots
1st: 4
2nd: 3
3rd: 3
4th: 1
  • Circle Spells
My symbiotic link to fungus and my ability to tap into the cycle of life and death grants me access to certain spells. At 2nd level, I learn the chill touch cantrip. At 3rd, 5th, 7th and 9th level I gain access to the spells listed for that level in the Circle of Spores table below. Once I gain access to one of these spells, I always have it prepared, and it doesn't count against the number of spells I can prepare each day. If I gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for me.
Circle of Spores Spells
3rd gentle repose, ray of enfeeblement
5th animate dead, gaseous form
7th blight, confusion
9th cloudkill, contagion

Resources

  • Coins: 5 cp •  sp • 2 ep • 1387 gp • 0 pp • Other coins: 0 • Gems: Black Pearl (500 g)

Magic Items

  • Mushroom Staff: I can use a bonus action to speak this staff's command word and make the mushrooms on the staff begin to writhe and begin streaming off poisonous spores for 1 minute. By using another bonus action to speak the command word again, I return the staff to its normal inanimate form. I can make a melee attack using the activated staff which has a range of 5 ft. One a hit, the target takes 1d6 bludgeoning damage and must succeed on a DC 15 Constitution saving through or take 3d6 poison damage. The mushrooms can be attacked while they are animate. They have an AC of 15 and 20 hit points. If the mushrooms drop to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form.
  • Fungal Hat of Vermin: This hat has 3 charges. While holding the hat, I can use and action to expend 1 of its charges and speak a command word that summons my choice of a fungal bat, frog, or rat. For all intents and purposes the creature is exactly like its regular vermin counterpart, but visually it is spongy, discolored and has tiny mushrooms sprouting from its body in places. The summoned creature magically appears in the hat and tries to get away from me as quickly as possible. The creature is neither friendly nor hostile, and isn't under my control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.
  • Blight Bark Amulet:
    • Doubles wildshape duration (or symbiotic entity duration)
    • Allows casting while in animal form
    • Grants Rapport Spores (myconid MM pg. 230) ability 3/day
      • Rapport Spores: A 10-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals . Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
    • Immunity to plant-based poisons
    • You no longer need food and can gain sustenance in the same manner fungus does from plant/animal matter (either by just resting in it or outright eating it). Don't worry - you can still eat normal food too.
  • Potion of Healing: x2. Potion heals 2d4+2 hit points.
  • Greater Potion of Healing: x1. Potion heals 4d4+4 hit points.

Scrolls

1. Fog Cloud 1. Guiding Hand 1. Speak with Animals 1. Longstrider

Equipment

Carried Equipment

  • In Hand: Mushroom Staff, wooden shield
  • Worn: traveler's clothes, druidic focus (wooden amulet of a stylized mushroom)
  • Belt: 2 pouches
    • Pouch 1: potions of healing (2), scroll case and notes, Iron Occulus
    • Pouch 2: tinderbox
  • Backpack: herbalism kit, mess kit, 10 torches, 10 days of rations, waterskin
    • Attached: winter blanket, bedroll, 50ft of hempen rope

Companion

Psyllie.jpgPsyllie - Fungal Symbiotic
Tiny Plant,neutral
AC: 13 (Natural Armor)
HP: 8 (2d4)
Speed: 10 ft
Abilities and Skills
Str 4 (-3), Dex 15 (+2), Con 11 (+0), Int 10(0), Wis 12(+1), Cha 7(-2)
Damage Immunities: poison
Condition Immunities: blinded, charmed, frightened, paralyzed, poisoned
Senses: Blindsight 30ft (blind beyond this radius)
Languages : Understands Granny's languages but it cannot speak
Talents
Plant Zombie. As an action, Psyllie can latch on to the corpse of a tiny or small animal or humanoid and begin to put out hyphae into the body. After a full minute the hyphae have spread throughout the body and Psyllie can control the corpse from then onwards. As long as Psyllie is attached to a corpse the process of rot is greatly slowed. While Psyllie is in control of the creature it has 8 hit points, shares her immunities and moves at half movement rate of the host creature. While in control of the corpse Psyllie can see through the corpses eyes and hear through the corpse's ears, and shares any other senses that the host corpse might have (including abilities like Keen Smell). Whether any other abilities of the host creature carry over into this "zombie state" is up to common sense and the DM's discretion.
Familiar-like. Psyllie acts independently of me, but she always obeys my commands. In combat, she rolls her own initiative and acts on her own turn. Psyllie can't attack but can take other actions as normal. While Psyllie is within 1 mile of me, I can communicate with her telepathically. Additionally, as an action, I can see through Psyllie's eyes and hear what she hears until the start of my next turn, but only if she is controlling a host body (I can't use her natural Blindsight ability). When I cast a spell with a range of touch, Psyllie can deliver the spell as though she cast the spell. She must be within 100 ft of me, and she must use her reaction to deliver the spell when I cast it. If the spell requires an attack roll, I use my attack modifier for the roll.
Impossible to Kill. If Psyllie is in control of a corpse that reaches 0 hit points she can simply detach from the creature as an action. If any attacks bring her to 0 hit points (through either targeting her specifically or though Area of Effect attacks) her body is destroyed. However, within my body I contain Psyllie host spores and I can "grow" a new Psyllie in 24 hours. This growth can occur while doing other tasks.

Downtime

Between 6/23-7/7

  • Crafted 2 Greater Potions of Healing (200 gold)
  • Crafted 4 level 1 scrolls (100 gold)

Important Individuals