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		<id>http://2d4chan.org/mediawiki/index.php?title=Sarrukh&amp;diff=415241</id>
		<title>Sarrukh</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sarrukh&amp;diff=415241"/>
		<updated>2019-08-20T22:14:35Z</updated>

		<summary type="html">&lt;p&gt;2602:306:B88B:FB60:89BA:7E5:4CF8:4B1C: &lt;/p&gt;
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&#039;&#039;&#039;Sarrukh&#039;&#039;&#039; are a reptilian &amp;quot;Elder Race&amp;quot; in the [[Forgotten Realms]] setting of [[Dungeons &amp;amp; Dragons]]. They were most fleshed out in the [[splatbook]] &amp;quot;[[Serpent Kingdoms]]&amp;quot; for [[Dungeons &amp;amp; Dragons 3rd Edition]], which fleshes them out in detail and establishes them as the creators of all [[serpentfolk]] and [[scalykind]] races native to the Realms.&lt;br /&gt;
&lt;br /&gt;
They subsequently returned in [[Dungeons &amp;amp; Dragons 4th Edition]], in the Forgotten Realms Campaign Guide, which mostly preserved their lore (albeit cut due to the drastic lack of space), but tweaked a few major details, most notably portraying them as sterile and with the ability to shapechange between [[lamia]] style and bipedal forms.&lt;br /&gt;
&lt;br /&gt;
==Official 3e Fluff==&lt;br /&gt;
At one time, the sarrukh dominated all of Faerûn. Their mighty empires—the first in the world—encompassed the jungles along the shore of Azulduth, the eastern shore of the Narrow Sea, and the Chultan Peninsula. The sarrukh enslaved or sacrificed other creatures in the name of their god, the World Serpent. Eventually, problems of their own making caused the sarrukh empires to crumble. In the vacuum created by the fall of the sarrukh, their created races rose to prominence, establishing power centers of their own—many of which are still active today. Amazingly, however, the sarrukh have managed to remain relevant even in modern-day Faerûn. Despite their small numbers, they can still command the loyalty of the races they once created. But an immense rift has opened up between the surviving sarrukh clans, and the enmity among them could lead to a period of open warfare between the scaled races.&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
Sarrukh bodies come in two shapes: bipedal and snakelike. The latter resemble certain [[yuan-ti]] abominations, with snakelike bodies and heads as well as powerful arms that end in vicious claws. The bipedal sort has a humanoid upper torso, humanoid arms and legs, and a snakelike lower body. All sarrukh have distinctive, gleaming red eyes that strike fear into the hearts of all the scaly races.&lt;br /&gt;
&lt;br /&gt;
===Racial History===&lt;br /&gt;
The first significant civilizations of Toril were the empires of the sarrukh, which rose and fell between –35,000 DR and –33,500 DR. This race of intelligent scaled creatures first appeared in the area known as Okoth, south of Mulhorand. The development of the sarrukh was relatively uncontested in their homeland, and their population quickly surpassed the level sustainable by the local resources. Thus, the sarrukh were forced to expand. They spread rapidly throughout much of Faerûn, conquering other lands and sowing the seeds for civilization as they went. They encountered short-lived and disorganized resistance from the savages that inhabited the lands, but the fact that the sarrukh had already learned to smelt iron for steel weapons and armor made them virtually invincible. Within a hundred years, most of Faerûn was theirs.&lt;br /&gt;
&lt;br /&gt;
The Mhairshaulk Empire arose in –34,800 DR on the Chultan peninsula, and the Isstosseffifil Empire followed in –34,500 DR, based in what is now the Great Desert of Anauroch. Okoth, the first of the sarrukh empires, still encompassed the race’s original homeland. Lesser realms, including the city of Ss’thar’tiss’ssun ( in what is now the Forest of Wyrms) and the city of Ilimar (which is split between the Great Swamp of Rethild and the Gulthmere Forest) sprang up outside of these two great empires. These regions constituted the major hubs of sarrukh civilization, and the first stable portals in Faerûn were created to connect them.&lt;br /&gt;
&lt;br /&gt;
As the sarrukh spread out, they discovered that the shamans of the chaotic races living in certain wilderness areas held magical lore that they had not yet encountered. After studying these primitive forms of magic, the sarrukh consolidated their discoveries into a series of tomes. Upon completion, the books where brought to Oreme, the capitol of Isstosseffifil, for study. The most magically gifted among the sarrukh and their servitor races pored over these tomes, which contained both easily researched magical knowledge and obscure information. The empires of the sarrukh didn’t last long enough to gather the full fruits of their work, but this collection of minds eventually grew into its own secret organization, which was called the Ba’etith. The members of this group consolidated and extrapolated the bounds of their newly found knowledge, penning the Golden Skins of the World Serpent (otherwise known as the [[Nether Scrolls]]) many thousands of years after the fall of the empires.&lt;br /&gt;
&lt;br /&gt;
The empires continued to grow until the sarrukh had conquered so many races that they became the minority in their own empire. Thousands of other races fulfilled their needs and satisfied their every desire. The sarrukh savored the finest meats, surrounded themselves with gold, gems, and other finery, and enjoyed all the luxuries of a civilization at its height. But as with so many empires since, their increasing dependence on other races and their growing indolence spelled the beginning of the end.&lt;br /&gt;
&lt;br /&gt;
Okoth was the first empire to fall, collapsing about –34,100 DR after a century of civil strife that drove many sarrukh to the [[plane]]s. Isstosseffifil followed suit around –33,800 DR when, during a war with the phaerimms, its leaders rerouted the Narrow Sea, fl ooding the Underdark and precipitating climatological changes that doomed their own realm. Mhairshaulk was the last to fall, sliding into a slumber from which it never emerged circa –33,500 DR.&lt;br /&gt;
&lt;br /&gt;
Although most of the sarrukh died in the collapses of their great empires, many survived. The sarrukh of Isstosseffifil retreated into [[lich]]dom in the depths of Oreme where, protected by the [[asabi]]s they had created, they sleep safely to this day. The sarrukh of Mhairshaulk, faced with starvation, began a cycle in which thousand-year hibernations alternated with brief periods of activity, during which food gathering and procreation could take place. The great clans of Okoth wandered the planes for millennia but never found a plane where they wished to remain for more than a generation. This nomadic existence hardened them, turning them inexorably toward evil.&lt;br /&gt;
&lt;br /&gt;
As the sarrukh of Okoth increasingly embraced their darker natures, a few dissenters, despairing of their kindred’s push toward evil, broke off from the main group. They entreated [[Jazirian]], a fragment of the [[World Serpent]], for succor, and it responded by transforming them into [[couatl]]s. A bitter war ensued, but the couatls held their own against the more numerous Okothian sarrukh until [[Merrshaulk]], a darker fragment of the [[World Serpent]], finally slew [[Jazirian]]. At that point, the [[couatl]]s were forced to flee to Abeir-Toril, where they eventually settled in [[Maztica]]. The god [[Qotal]] embraced them as his divine minions, and they acknowledged him as Jazirian reborn. Most remained there, but a few [[couatl]]s eventually returned to Faerûn to deal with the fell legacies of their kindred in the Jungles of Chult. This splinter group embraced [[Ubtao]] as its patron deity.&lt;br /&gt;
&lt;br /&gt;
After the war with the [[couatl]]s, the sarrukh began to explore the Barrens of Doom and Despair, where they happened upon the [[khaasta]]s. Believing these creatures to be inferior and weak reptilians, the sarrukh attempted to enslave them. Much to the invaders’ surprise, not only were the khaastas extremely resistant to serving, but they also had powerful [[demon]]ic allies willing to aid them. Thus began a centuries-long war between the sarrukh and the khaastas, which the sarrukh ultimately lost. To escape the wrath of the victorious khaastas, the sarrukh secretly returned to Faerûn and began skulking around the ruins of Okoth, on the shores of Azulduth.&lt;br /&gt;
&lt;br /&gt;
Before the Fall of the Gods, the Okothian sarrukh realized that [[Sseth]] had sunk into some sort of hibernation and was barely answering their prayers. To complicate matters further, the [[khaasta]]s had finally tracked them to Faerûn and were seeking to obliterate the last few of them. Lacking the full support of a divine patron, the sarrukh once again found themselves in danger of extinction.&lt;br /&gt;
&lt;br /&gt;
Then, during the [[Time of Troubles]], [[Sseth]] stopped answering prayers from the Okothian sarrukh altogether. [[Cleric]]s of Okoth felt the need for action, so the approached the minions of [[Set]] and bargained with the Lord of Evil. Set agreed to answer their prayers if they in turn aided him in binding [[Sseth]] to eternal slumber. The deal was struck, and at the conclusion of the Avatar Crisis, Set claimed Sseth’s portfolio. About eleven years after the [[Time of Troubles]], [[Set]] began answering the prayers of all his newly acquired worshipers (including the [[yuan-ti]], who s till believed their divine power to come from [[Sseth]]).&lt;br /&gt;
&lt;br /&gt;
The treachery of the Okothian sarrukh has resulted in unintended consequences. Beset by nightmares, [[Sseth]] has begun thrashing against his bonds, awakening the [[serpentfolk]] elsewhere in Faerûn. The sarrukh of Mhairshaulk are emerging from hibernation, seeking a means by which to liberate their god from his prison and oppose the Okothian sarrukh. Toward that goal, the Mhairhshaulk sarrukh have begun working to re-energize the long-slumbering yuan-ti empire known as Serpentes. In Okoth, the Cult of [[Set]] is growing in strength under the leadership of Pil’it’ith, the legendary albino sarrukh leader. The cult’s membership consists primarily of Scaled Ones, but a few others have joined its ranks as well. Opposing the cult are the [[khaasta]]s, which have begun appearing in the Lakes of Salt region. Battles between these two ancient foes have given rise to strange reports of tremendously powerful lizard races openly fighting one another.&lt;br /&gt;
&lt;br /&gt;
The sarrukh have not forgotten the heights to which their race once climbed, but they also know that many other races would happily eradicate the last few sarrukh should they learn of their continued existence. Thus, they choose to remain in hiding, quietly seeking to increase their numbers so that they can one day rebuild their ancient empires. Occasionally the sleeping sarrukh of Mhairshaulk awaken and draw the [[yuan-ti]] to them, but even these former servitors have since found their own leaders in the form of anathemas. On the rare occasions that sarrukh do become involved with the outside world, they work to help the scaled races that they created.&lt;br /&gt;
&lt;br /&gt;
===Outlook===&lt;br /&gt;
The sarrukh are well aware that their race has fallen far from the heights it achieved just after the dawn of time. Though they are individually powerful, their low numbers now force them to rely upon the races that serve them, creating a high degree of vulnerability.&lt;br /&gt;
&lt;br /&gt;
During the heyday of their empires, the sarrukh became lazy and domineering. Rather than become directly involved with the rest of the world, they delegated their building and fighting to the [[lizardfolk]] and the supervision of those activities to the [[yuan-ti]], who also acted as their personal servants. To the [[naga]]s they delegated the tasks of magical research, exploration, and guarding individuals and places of importance. The sarrukh withdrew within the walls of their palaces and never emerged without heavy protection.&lt;br /&gt;
&lt;br /&gt;
Despite the fall of Isstosseffifil, Mhairshaulk, and Okoth, the attitude of the sarrukh has changed very little. They have an interest in knowing what is happening in the world, but they still choose to remain separate from it. Rather than go out and explore, they send out their [[yuan-ti]] servants or small groups of [[naga]]s to learn what they can and report back to them.&lt;br /&gt;
&lt;br /&gt;
Preserving each and every living sarrukh is now the most important consideration for the race. Because none are expendable, sending one out into humanoid society is always a critical decision, even if there is much to be gained by doing so. In the past, a few sarrukh have used magic to take human form and infiltrate the leadership structures of human societies, posing as advisors or other important officials.&lt;br /&gt;
&lt;br /&gt;
===Sarrukh Society===&lt;br /&gt;
At its height, sarrukh civilization was as grand as that of any humanoid empire that has risen since. The arts flourished, and anything was available in the great markets of the sarrukh empires.&lt;br /&gt;
&lt;br /&gt;
====Relationships====&lt;br /&gt;
Sarrukh form lasting friendships unmarred by the petty jealousies and bickering that mark many of their servitor races. They take mates for life and treat other sarrukh with respect. In the days of the empire, one or two sarrukh constitutes a household, but circumstances have since forced many to live in communal groups.&lt;br /&gt;
&lt;br /&gt;
====Life Cycle====&lt;br /&gt;
Sarrukh hatch from eggs that are protected and tended by both parents until they hatch. A sarrukh can live up to a thousand years, or much longer if it undergoes periods of hibernation. This deathlike sleep, which can last for years at a time, preserves the sarrukh’s body and temporarily eliminates its need for food, water, and other valuable resources.&lt;br /&gt;
&lt;br /&gt;
Beyond these facts, little is known about the life cycle of these creatures. Few creatures living today have had occasion to study the race up close, and the sarrukh, for their part, aren’t willing to share their secrets with “lesser beings.” Thus, they have remained godlike in their obscurity.&lt;br /&gt;
&lt;br /&gt;
====Organization====&lt;br /&gt;
While the three great empires thrived, the sarrukh were organized into several great clans that lived in relative peace with one another. The clans that commanded the most troops and held the most political pow er ( by virtue of either wealth or social standing) made up the leadership structure. The acting leadership body of each empire was called the Sh’arrim and consisted of five to eight sarrukh drawn from the great clans. This group elected an emperor, called a kudzar, from its membership. The Sh’sarrim from the three great empires occasionally came together in Okoth to form a council called the Kazim, but that body had authority over the entire race only when a unanimous vote could be achieved.&lt;br /&gt;
&lt;br /&gt;
The khuzdar provided spiritual, strategic, and social leadership for the rest of the sarrukh. The two most famous khuzdars were Ghiz’kith, founder of Mhairshaulk, and Pil’it’ith, the albino sarrukh who drove Ghiz’kith from Okoth. Pil’it’ith ruled Okoth until its fall, then used powerful magic to prolong his life into the modern day. (Pil’it’ith remains the leader of the Okothian sarrukh, but he no longer wields any authority over the sarrukh in Serpentes or Anauroch.)&lt;br /&gt;
&lt;br /&gt;
Sarrukh law, which was administered by judges known as kleigmasters, was strict but flexible. Penalties were stiff, and the burden of proof fell to the accused rather than the prosecutors. The sarrukh disliked jailing citizens, so the preferred methods of punishment were death for more serious crimes and disfigurement for minor ones. Incarceration occurred only when the leaders felt that the offender had something important to contribute to the realm, despite his crime.&lt;br /&gt;
&lt;br /&gt;
Penalties were assigned on a case-by case basis for greater flexibility, but the system became corrupt over the years. The same crime might result in death for one defendant and only disfigurement for the next. In any case, even the highest-ranking kleigmaster could be bribed into setting free the worst-offending defendant if enough money changed hands.&lt;br /&gt;
&lt;br /&gt;
====Slavery====&lt;br /&gt;
The sarrukh began keeping slaves even before they had any dealings with other species. Enslaving their own kind was viewed as right and proper, as long as the slaves received proper care and fair treatment. Sarrukh slaves lived in their masters’ homes, received good food, and were not overworked. Occasionally they were sold or traded from one sarrukh to another, but for the most part, slaves remained with the same family for life. When a slave became too old to work, he might be freed, or assigned to rear the master’s young, or be sacrificed to the [[World Serpent]], according to his own wishes and his past performance.&lt;br /&gt;
&lt;br /&gt;
Upon discovering the other progenitor races, the sarrukh quickly realized that such creatures would make passable servitors and enslaved them. Since the sarrukh felt little social responsibility for creatures of other races, nonsarrukh slaves were not treated nearly as well as sarrukh slaves. A Scaleless One might be starved for days at a time and then beaten for her inability to work. In the early days of the sarrukh expansion, Scaleless Ones were not even viewed as worthy sacrifices for the World Serpent. This abysmally low status meant that they could be killed with impunity and eaten by their masters.&lt;br /&gt;
&lt;br /&gt;
By the founding of Isstosseffifil and Mhairshaulk, the sarrukh had enslaved so many creatures that they had stopped keeping sarrukh slaves at all. Each sarrukh lived in comfort, surrounded by the finery that had once been reserved for their leaders. Eventually, the sarrukh stopped fighting their own wars and trained their slaves to fight for them, promising that the best warriors would be freed to enjoy the same lifestyle as the sarrukh. Occasionally they actually kept this promise and freed a particularly powerful warrior as an example to the others. The lure of freedom and wealth created an enormous and loyal fighting force that helped the sarrukh maintain control over their empires.&lt;br /&gt;
&lt;br /&gt;
Eventually, Scaleless Ones were deemed suitable sacrifices for the World Serpent, thereby freeing the sarrukh from the need to choose sacrifices from among citizens of supposedly equal rank. Though the World Serpent did not object to the decision, it did violate his original agreement with the sarrukh. To maintain the letter of the agreement while accommodating the changing needs and demands of his worshipers, the World Serpent split off an aspect of himself that was called M’daess, whose task was to purify the souls of unclean sacrifi ces and make them equivalent to sarrukh.&lt;br /&gt;
&lt;br /&gt;
====The Scaled Races====&lt;br /&gt;
Part of the reason that nonscaled slaves were treated so poorly was the fact that their masters actually loathed them. They found the Scaleless Ones’ odor offensive, their primitive languages grating on the nerves, and their smooth skins unsettling.&lt;br /&gt;
&lt;br /&gt;
While exploring Faerûn, the sarrukh encountered numerous scaly animals in the wilds, including dinosaurs, snakes, and lizards. Some of these animals were developing along the same lines as the ancestors of the sarrukh had, but they hadn’t evolved to the point of sentience yet. The sarrukh collected thousands of such creatures in hopes of breeding one or more new intelligent races to serve them.&lt;br /&gt;
&lt;br /&gt;
Realizing that breeding programs alone would not be enough, the sarrukh began magical experimentation on the creatures they had collected. They combined a few of their scaly specimens with humans to see whether a single servitor race that was less offensive to them could be formed. Their earliest experiments resulted in badly deformed creatures that didn’t survive long. But through selective breeding and more subtle forms of magical manipulation, the sarrukh finally managed to create viable races that were much more to their liking.&lt;br /&gt;
&lt;br /&gt;
Their first successes were the [[asabi]]s, the [[lizardfolk]], and the [[pterafolk]]. Though not as intelligent as humans, these creatures had the same bipedal form and were relatively easy to manipulate. Once they had reassured themselves as to the loyalty of these races, the sarrukh began handing off fairly easy tasks to them. At first they were trained as personal servants, then as warriors. Finally, entire groups of them were planted in the wilds of Faerûn in the hopes that they would multiply and conquer the surrounding territories.&lt;br /&gt;
&lt;br /&gt;
The next successful experiment produced the [[naga]]s. Though the sarrukh approved of the serpentine form with a humanoid head, the nagas proved difficult to control. Rather than destroy their creations, however, the sarrukh allowed those who posed little threat to remain in their service as guards, explorers, and magical researchers. The rest were freed.&lt;br /&gt;
&lt;br /&gt;
Their final—and perhaps finest—creation was the [[yuan-ti]], developed by the sarrukh of Mhairshaulk. This race represented the first truly successful cross between human and sarrukh, with a touch of serpent thrown in. The yuan-ti came in several different physical forms, depending on the amount of sarrukh blood used. Though not as obedient as the [[lizardfolk]] subraces, the [[yuan-ti]] were more biddable than the [[naga]]s, and highly intelligent besides. Because they greatly enjoyed being in charge of Scaleless Ones, the yuan-ti became the slavemasters, military leaders, and managers of the sarrukh empires.&lt;br /&gt;
&lt;br /&gt;
With so many highly skilled servitors, the sarrukh were no longer forced to find their own food, build their own cities, or even care for their own slaves. The sarrukh of Mhairshaulk slowly withdrew from the cares of the world as they turned over more and more of their responsibilities to the [[yuan-ti]]. For their part, the yuan-ti appreciated the lifestyles that their creators allowed them to h ave, so they remained mostly loyal. A few, however, would periodically withdraw from sarrukh society, strike out on their own, and form their own groups. The sarrukh knew of such defections but ignored them, knowing that yuan-ti who were allowed to leave in peace would go out into the world and create their own societies, which the sarrukh could later call upon for aid.&lt;br /&gt;
&lt;br /&gt;
====Dwellings====&lt;br /&gt;
The sarrukh lived in stonework buildings, which were typically adorned with the holy symbols of the [[World Serpent]]. Icons set into the walls depicted the sarrukh concept of divine creatures, which often appeared demonic by modern standards. Statues of sarrukh in plazas, courtyards, and along the roadways depicted either the noble sarrukh leaders, resplendent in their flowing robes, or armored sarrukh in dramatic battle stances.&lt;br /&gt;
&lt;br /&gt;
==Official 4e Lore==&lt;br /&gt;
Sarrukh are the progenitor race of all serpents and most nondraconic reptilian creatures on Toril. They view those not of such a glorious heritage as weaklings suitable only as slaves.&lt;br /&gt;
&lt;br /&gt;
Each sarrukh is a distinct elite monster, usually of epic tier, with its own powers and goals. It can have any role but favors artillery, controller, or soldier, often with the leader subrole. Some sarrukh use magic items to supplement their own formidable abilities.&lt;br /&gt;
&lt;br /&gt;
Sarrukh Lore: A character knows the following information with a successful Nature check.&lt;br /&gt;
::&#039;&#039;&#039;DC 15:&#039;&#039;&#039; All creatures have an innate fear of sarrukh that can be quelled only by seeing one near&lt;br /&gt;
defeat. The sarrukh’s primeval splendor allows them to warp an enemy’s perception with a look.&lt;br /&gt;
::&#039;&#039;&#039;DC 20:&#039;&#039;&#039; A sarrukh can take one of two forms: a humanoid body that tapers to a serpentine tail or a bipedal humanlike form, either form topped by a snakelike head. Their dual nature inspired the sarrukh to create such a diversity of creatures.&lt;br /&gt;
::&#039;&#039;&#039;DC 25:&#039;&#039;&#039; Supernaturally able to avoid danger, sarrukh seem to bend around some attacks. Although they use rituals to do careful shaping, they all have the ability to quickly seal eyes, bend bones, and inflict great pain.&lt;br /&gt;
::&#039;&#039;&#039;DC 30:&#039;&#039;&#039; Like their creations, especially the yuanti, sarrukh once lived in clans or noble houses. Now their numbers are so few that they are unified, with their eyes toward the Imperator of Okoth. Sterile and outnumbered, they move slowly and subtly to reclaim their former glory and birth new generations.&lt;br /&gt;
&lt;br /&gt;
[[Category: Monsters]] [[Category: Dungeons &amp;amp; Dragons]] [[Category: Forgotten Realms]]&lt;/div&gt;</summary>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Khaasta&amp;diff=287177</id>
		<title>Khaasta</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Khaasta&amp;diff=287177"/>
		<updated>2019-08-20T22:13:36Z</updated>

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&lt;div&gt;&#039;&#039;&#039;Khaastas&#039;&#039;&#039; are a race of [[fiend]]ish [[lizardfolk]] native to the [[Outlands]] and the Chaotic [[plane]]s of the [[Great Wheel]] in [[Dungeons &amp;amp; Dragons]]. They were invented for the [[Planescape]] setting and migrated to [[Dungeons &amp;amp; Dragons 3rd Edition]] first through the [[Fiend Folio]], and then through the [[splatbook]] &amp;quot;[[Serpent Kingdoms]]&amp;quot; for the [[Forgotten Realms]]. They are essentially an entire culture of mercenaries and raiders, who migrate across the planes in search of loot and plunder. They also have become enemies of the [[sarrukh]] due to that race of elder [[serpentfolk]] arrogantly trying to enslave them when they first met, which has seen them  develop a presence on the sarrukh&#039;s homeworld of [[Forgotten Realms|Toril]].&lt;br /&gt;
&lt;br /&gt;
==AD&amp;amp;D Lore==&lt;br /&gt;
The khasta are raiders, slavers, and smugglers who plague the [[Outlands]] and the chaotic [[plane]]s. They’re vicious, unreliable cutthroats and cross-traders who’ll turn stag on a cutter as soon as look at him. Only two things really matter to a khaasta: prestige and wealth. Wealth is fairly easy to accumulate and display, but the khaasta code of prestige is a convoluted and twisted set or rules of conduct that rewards backstabbing, conniving, and deceit. To a khaasta, there’s nothing so wonderful as peeling a powerful enemy and living to give him the laugh.&lt;br /&gt;
&lt;br /&gt;
Khaasta bear a passing resemblance to [[lizardfolk|lizardmen]] of the Prime Material Plane. They’re humanoid in form, but their bodies are covered with tough, small scales, and they have long, powerful tails. A khaasta’s face has a blunt, lizardlike snout and its head is crowned with a flaring crest. A khaasta’s colorful scales create intricate, unique patterns that’re never repeated from individual to individual. Unlike their more primitive relations, khaasta dress in bronzed plate armor and wield exotic weapons.&lt;br /&gt;
&lt;br /&gt;
Khaasta typically travel in roving trader-bands, although the trade of any particular group can turn to extortion, kidnapping, or smuggling at a moment’s notice. Since they have no innate planewalking abilities, khaasta are forced to walk the Great Road to get from plane to plane and must rely entirely on portals or conduits.&lt;br /&gt;
&lt;br /&gt;
All khaasta, both male and female, consider themselves warriors and hold themselves ready for a fight at any time. Their tough scales provide a natural AC of 5, but khaasta typically wear bronze breastplates, greaves, and half-helms that improve their AC to 2. Khaasta are capable of delivering serious damage with their bites, and typically wield a large two-handed sword, halberd, or battle axe; their considerable Strength gives them a +1 to damage rolls. They can both bite and attack with a weapon in the same round.&lt;br /&gt;
&lt;br /&gt;
Khaasta often use giant lizards as mounts and prefer to fight mounted whenever possible. Fighting mounted gives the khaasta a +1 bonus to hit characters on foot and also provides them with the additional combat power of their mount.&lt;br /&gt;
&lt;br /&gt;
Note that a khaasta cannot use its bite attack while fighting from a mount. Whether on foot or mounted, khaasta are excellent archers, and almost all khaasta can use composite long bows in addition to any other weapons they may have.&lt;br /&gt;
&lt;br /&gt;
A khaasta’s home is its band. Typically. a khaasta band wanders caravan-style across the planes, seeking opportunities for trade or pillage wherever it goes. There’ll always be a number of giant lizards equal to half again the number of khsasta present as mounts and pack-beasts.&lt;br /&gt;
&lt;br /&gt;
Khaasta bands are notoriously chaotic and disorganized. They believe in the rule of the strong, and there are constant challenges of authority and schemes for advancement among the khaasta. Long ago they learned to resolve these differences by ritualistic, nonlethal combat; in ancient times the race almost dueled itself to extinction.&lt;br /&gt;
&lt;br /&gt;
While dealing with a khaasta band is a dicey thing. it doesn’t always have to turn out badly. Khaasta can be excellent sources of information, muscle, or illicit goods, as long as a cutter can meet their price and demonstrate (forcibly) that he’s too tough to challenge or turn stag on. See, the khaasta code demands that they just take from the weak instead of dealing with ’em, and if a khaasta perceives itself to be in a position of strength it’ll try to take what it wants.&lt;br /&gt;
&lt;br /&gt;
One last note: Never assume that a khaasta’s going to do what it promised it would. Another part of the khaasta code is the challenge of the strong by any means available. Even if a khaasta doesn’t think it can take a basher on today, it’s likely to plan an ambush or stack the odds somehow in a fight tomorrow.&lt;br /&gt;
&lt;br /&gt;
Khaasta don’t have many friends out on the planes, and in some of the places thes travel they’rw the low sods on the food chain. Consequently, they take any opportunity to live well today. There’s nothing too good for a khaasta cockpot, including fellow travelers or the local natives if that’s the easiest meal at hand.&lt;br /&gt;
&lt;br /&gt;
Khaasta young are carefully guarded by their parents until they reach 7 to 10 years of age. In an average band, a group of young equal to half the number of adults can be found tending the pack lizards or acting as noncombative scouts and sentries. Usually, about half the adults remain to guard the caravan while the rest raid or deal with outsiders.&lt;br /&gt;
&lt;br /&gt;
The leader of a khaasta band is usually a warrior of exceptional size, strength, and cunning. Typically, a khaasta chieftain has 4+4 to 6+6 Hit Dice, a THAC0 of 15, and a useful magical item or two to help it stay on top. Khaasta chieftains gain a +3 damage bonus with weapons due to their Strength.&lt;br /&gt;
&lt;br /&gt;
A band of 15 or more khaasta may have a wise one with them (50% chance). Wise ones are counselors and shamans to the khaasta chieftains, existing outside the code of challenge. Khaasta wise ones have the spell abilities of a 4th-level cleric and are defended by 2 to 4 khaasta warriors. Although the wise ones claim they are uninterested in the khaasta power struggles, it’s not unusual to find bands where the wise one is pulling the strings of a chieftain it advises.&lt;br /&gt;
&lt;br /&gt;
==3e Lore==&lt;br /&gt;
Khaastas are dangerous reptilian humanoids that roam the wastelands of the [[Outlands]] and the chaotic [[plane]]s. They are infamous for being raiders, plunderers, slavers, and mercenaries.&lt;br /&gt;
&lt;br /&gt;
Khaastas superficially resemble [[lizardfolk]], and they may have descended from them long ago. However, khaastas are considerably larger, tougher, and more aggressive than normal lizardfolk. Khaastas have tough, small scales and flaring crests that are colored in intricate, wild patterns unique to each individual. They have long, powerful tails that are used for balance rather than combat.&lt;br /&gt;
&lt;br /&gt;
Most khaastas travel in nomadic bands in the [[Outer Planes]], where they look for loot, slaves, and combat. They hire themselves out to anyone that seems powerful (and in their eyes, worthy) enough to command them, but they backstab their patron at the first sign of weakness.&lt;br /&gt;
&lt;br /&gt;
Khaastas speak Draconic and Common.&lt;br /&gt;
&lt;br /&gt;
Khaastas look for ways to dive into combat. Some begin by peppering their opponents with arrows, while other khaastas charge into melee with their halberds. A khaasta can make a bite attack while wielding a weapon, and it relishes tasting blood during a fight. The creatures make use of giant lizards as mounts.&lt;br /&gt;
&lt;br /&gt;
Khaastas plan and execute ambushes that focus on hindering dangerous foes until they can be brought down in melee combat. However, khaastas have a strong cowardly streak and run when the combat turns against them.&lt;br /&gt;
&lt;br /&gt;
Among the roving bands of khaastas, might makes right. The pecking order of any band is in constant flux, and challenges are common. Khaastas once determined status by having duels to the death, until they almost drove themselves to extinction. Since then, disputes and challenges have been resolved through a nonlethal form of ritual combat.&lt;br /&gt;
&lt;br /&gt;
Khaastas have a convoluted sense of honor that is impossible for outsiders to understand. Treachery, betrayal, theft, and murder are all acceptable methods of advancement in khaasta society.&lt;br /&gt;
&lt;br /&gt;
Females are just as strong and tough as males and are just as likely to be found in marauder bands. Some foes have seen a female khaasta wading into battle with a young one strapped to her back. Despite this seeming disregard for the safety of their children, khaastas defend their young with incredible ferocity.&lt;br /&gt;
&lt;br /&gt;
===3e Forgotten Realms Lore===&lt;br /&gt;
Sometimes mistaken for powerful [[lizardfolk]], khaastas are extraplanar creatures native to the [[Abyss]]. On their home plane and the Barrens of Doom and Despair (where many have migrated), khaastas are mercenaries and [[fighter]]s who impose their will on others by force of arms. In Abeir-Toril, however, they take a much more cautious approach, staying on the outskirts of society and interacting with the natives only when they need to acquire specific information.&lt;br /&gt;
&lt;br /&gt;
The khaastas are nomadic creatures by nature. Like many of the other lizard races, they were bred for war and have an unusual talent for waging it. When not doing battle with their own enemies, they are happy to fight on behalf of anyone else willing to hire their services.&lt;br /&gt;
&lt;br /&gt;
Though physically similar to a [[lizardfolk]], a khaasta appears considerably more imposing. Its scales are small, and each individual sports a colorful, flaring crest that is unique in color and shape. Its long powerful tail is used for balance rather than combat.&lt;br /&gt;
&lt;br /&gt;
Sometime in the distant past, the demon prince [[Demogorgon]] created the khaastas as servitors—specifically, to serve as warriors in his armies. As the demon lord’s power increased, scores of demons joined his army, and the best and brightest of them quickly rose to leadership positions. These demonic generals found the khaastas difficult to command, and in many cases, not as effective in battle as true demons. When they complained to Demogorgon, he pondered the khaastas’ thousands of years of loyal service and, in a brief moment of generosity, decided to free them.&lt;br /&gt;
&lt;br /&gt;
The khaastas wasted no time establishing alliances with other demonic powers. They offered to help defend the domains of several demon lords in return for permission to hunt there, and most of those they approached found wisdom in such an arrangement. Such deals forged close relationships between the demons and the khaastas, and eventually both sides agreed to help one another in case of attack. Over time, the khaastas became particularly friendly with [[Sess’innek]], a demon lord who sought the mantle of divinity.&lt;br /&gt;
&lt;br /&gt;
When the [[sarrukh]] who survived the fall of the Okothian Empire sought allies in the Abyss, their eyes fell upon the khaastas. Erroneously assuming that these creatures were no more powerful than the [[lizardfolk]] they had created in Faerûn, the sarrukh immediately tried to enslave them. Not only did their efforts fail, but the attempt offended the khaastas to such a degree that they immediately declared war on the sarrukh.&lt;br /&gt;
&lt;br /&gt;
The sarrukh called on what few reinforcements they could muster from Faerûn, including an army of [[lizardfolk]] led by [[yuan-ti]] masters, and war was joined. Not understanding that the Okothian sarrukh were actually refugees from Faerûn, the khaastas hatched a plan to corrupt what they believed to be their enemies’ base of power in that world. They petitioned [[Sess’innek]] for aid, and he sent demons to take control of the lizardfolk tribes throughout Faerûn that the khaastas believed were supporting the sarrukh invasion. Though this demonic incursion had no effect on the war between the sarrukh and the khaastas, the demons did stay long enough to breed extensively with the lizardfolk, giving rise to the half-fiendish lizardfolk known as the lizard kings.&lt;br /&gt;
&lt;br /&gt;
The war dragged on for centuries, often spilling out into some of the outlying planes. Although it had long since become a war of attrition for both sides, momentum finally built in favor of the khaastas under a ruler called Maadar’il. A brilliant tactician whose family had been slaughtered by the [[sarrukh]], Maadar’il proved himself capable of uniting several khaasta factions against the sarrukh. At last, he led his forces to victory, crushing the sarrukh’s remaining [[yuan-ti]] and [[lizardfolk]] allies in the process. The defeated sarrukh returned to Okoth.&lt;br /&gt;
&lt;br /&gt;
Despite their victory, the khaastas had come to hate the [[sarrukh]] with a vengeance for killing so many of their kind. Upon following their fleeing enemies to Faerûn to complete their destruction, they learned that the race was nearly extinct on its home world. Unable to locate their quarry, they returned to the Abyss, where Maadar’il decreed that the war would not be truly won until the last of the sarrukh had been destroyed. To that end, he sent out khaasta scouts to gather information about the sarrukh. They returned with news of a few areas where the sarrukh had existed thousands of years ago. Maadar’il ordered the khaasta armies to invade those areas and destroy any sarrukh they found there, but most of these forces returned with neither news nor any trail to follow.&lt;br /&gt;
&lt;br /&gt;
At last, Maadar’il decided to scale back the number of khaastas he committed to Faerûn and send the more civilized and intelligent members of their race to gather information instead. Several small groups of khaastas traveled to numerous points throughout Faerûn, eventually unearthing a trail that led to their sworn enemies. Raids followed, and though the [[sarrukh]] managed to defend their strongholds in Faerûn, they grew worried enough to strike a deal with Set. In exchange for help against the khaastas, they agreed to help him bind [[Sseth]], the aspect of the World Serpent that they worshiped. [[Set]] created the [[wereserpent]]s as a symbol of this pact, and he also managed to secure some [[werecrocodile]]s from his ally [[Sebek]] to send against the khaastas. This aid prevented the khaastas from inflicting heavy casualties upon the sarrukh, but the attackers were forced to withdraw from many of the locations in Okoth to the underground crypt of Sar’Rukoth. In this stronghold, they were protected not only by their minions, but also by miles of subterranean tunnels. Although the khaastas continued to send out raiding parties, they no longer knew where the sarrukh were hiding, so they began making random strikes throughout the area in hopes of uncovering them. In the meantime, the Okothian sarrukh’s betrayal of Sseth made enemies of the [[yuan-ti]] and sarrukh of Serpentes, who chose to remain loyal to their god.&lt;br /&gt;
&lt;br /&gt;
The [[sarrukh]] struck back at the khaastas by using polymorph to turn a [[yuan-ti]] assassin into a khaasta and sending him to the Barrens of Doom and Despair. This agent infi ltrated Maadar’il’s camp and slew him by slipping poison into his food. The khaastas correctly assumed that the sarrukh were responsible, so they renewed the intensity of their attacks on Faerûn.&lt;br /&gt;
&lt;br /&gt;
Currently, the khaastas and the [[sarrukh]] are at a stalemate. The sarrukh are in hiding in a heavily fortified position, and the khaastas have only vague clues as to where this stronghold might be. Meanwhile, the khaastas are becoming more and more entrenched in Faerûn, where they have staked out territorial claims in Okoth, the Heartlands, the Unapproachable East, and Mulhorand.&lt;br /&gt;
&lt;br /&gt;
The khaastas view Faerûn as a tremendously challenging place, where they must fight their own instincts to wage war against the native inhabitants while gathering the information necessary to hunt down the [[sarrukh]]. Since most of the scaly races inexplicably refuse to betray the progenitor race, the khaastas face the daunting task of gathering this information from humanoids and other civilized beings of Faerûn—groups that in fact know very little about the sarrukh.&lt;br /&gt;
&lt;br /&gt;
The khaastas have always been willing to exploit weakness whenever they encounter it—even within their own species. Shortly after they were freed by [[Demogorgon]], they fell to squabbling and nearly drove themselves to extinction through constant infighting. The reasons for such confl ict ranged from simple dislike of their fellows to power struggles in which rival factions tried to oust leaders and assume control of various tribes. But the khaastas were no fools, and when they realized what a toll this infi ghting was taking upon their numbers, they instituted ritual combat as a method of handling disputes. Though khaastas continue to fight and murder one another, this arrangement results in far fewer deaths. Furthermore, because ritual combat forces each khaasta to stand up for itself when wronged, laws are virtually nonexistent.&lt;br /&gt;
&lt;br /&gt;
Khaasta society in Faerûn, however, takes on a different form. Because the khaastas living there must remain focused on their main goal of eradicating the [[sarrukh]], they tend to focus their combat skills on ridding their territory of menacing creatures rather than on engaging in glorious battle with one another. In addition, the highly magical nature of Abeir-Toril forces many to undertake training they would not otherwise have pursued simply to ensure the survival of their forces.&lt;br /&gt;
&lt;br /&gt;
Khaastas bear little love for one another under any circumstances, though they are disciplined enough to join forces when needed. They choose mates based primarily on battle prowess. Though unions are usually for life, mates rarely like one another and spend as little time together as possible. True friendships are likewise rare, since any personal alliances tend to dissolve in the next perceived insult or ambitious power play. Khaastas do, however, honor their parents and other mature relatives—albeit sometimes grudgingly.&lt;br /&gt;
&lt;br /&gt;
Unlike many scaly races, khaastas are born alive, normally in litters of three or four at a time. Within a year of birth, each newborn’s family gives her an ornate masterwork scimitar, which she is expected to keep and use in battle for the remainder of her life. Should a khaasta’s blade ever be lost, she is expected to explain why her birth scimitar is no longer with her.&lt;br /&gt;
&lt;br /&gt;
Khaastas begin training their young to fight at an early age. The females of the race are just as aggressive as the males, and they often carry their young into battle with them. During the ten years it takes for a khaasta to mature, she learns swordsmanship, armor use, and the art of ritualized combat.&lt;br /&gt;
&lt;br /&gt;
As soon as a khaasta comes of age, she must enter a ritualized battle to first blood with a peer of the same age. The loser owes a blood debt, or favor, to the victor. Blood debts are almost always collected within the first year after the battle, and they normally involve some kind of combat—most often protection of the winner’s person during a raid. Since failure in such a duty means immediate exile from the tribe, young khaastas are quite willing to fight to the death to fulfill a blood debt.&lt;br /&gt;
&lt;br /&gt;
Virtually every khaasta that comes of age is a combatant. Because so few ever reach old age, their true biological lifespan remains uncertain, but most die before the age of thirty, with elders commonly living no more than ten years beyond that. Because khaastas consider it shameful to die of old age, many elders place themselves on the forefront of raiding parties and undertake dangerous missions against their enemies.&lt;br /&gt;
&lt;br /&gt;
When a khaasta dies in combat, her tribe holds a great feast to celebrate her departure. At the conclusion of the meal, the body is burned in a great bonfire, and the charred bones are interred in a shallow pit in the tribe’s burial mound—usually a small hill in the Barrens of Doom and Despair. Journeying to the burial mound to inter the dead is a sacred duty offered as a reward for notable accomplishments in combat, and no more than five khaastas may escort any one deceased individual.&lt;br /&gt;
&lt;br /&gt;
One per year, the khaasta migratory pattern takes each tribe to its burial mound. Upon arrival, the tribe holds a great feast and sacrifices one of its captive enemies in honor of the dead. The birth scimitar of each khaasta slain in the last year is passed down to the next individual born into that family. Should there be no young to receive the blade, the family name is inscribed upon the hilt, and the scimitar is left at the burial mound. A typical khaasta burial mound sports a ring of swords at the top, commemorating clans that no longer exist.&lt;br /&gt;
&lt;br /&gt;
Khaastas are not naturally inclined toward arcane spellcasting— in fact, in the Barrens of Doom and Despair, khaastas that can use arcane magic are almost unheard of. Normally, the khaastas simply call upon their [[demon]]ic allies to provide magic for them when needed. The demons typically oblige such requests more out of hatred for whatever beings the khaastas are fighting than any loyalty they feel toward their allies.&lt;br /&gt;
&lt;br /&gt;
The war with the [[sarrukh]], however, has caused the khaastas to revise their way of thinking to some degree. Their strategy of placing near-permanent settlements in Faerûn while raiding sarrukh strongholds from their home plane has created a need for magic that allows them to move between the planes. [[Sess’innek]] initially provided them with such magic, but they have since acquired a large number of magic items that allow planar travel as well.&lt;br /&gt;
&lt;br /&gt;
In Faerûn, khaasta [[wizard]]s and other wielders of arcane magic are beginning to appear. But because the khaastas are superstitious folk by nature, those who have learned to use magic are often rejected by their tribes upon returning to their planar homes. This practice has led a few small groups of khaastas to carve out permanent homes for themselves in Faerûn. Such outcasts normally find work in mercenary bands of other races, but a few have discovered [[lizardfolk]] tribes and taken up residence&lt;br /&gt;
as their shamans.&lt;br /&gt;
&lt;br /&gt;
Khaastas venerate the demonic [[Sess’innek]] rather than an actual deity. The worship of Sess’innek has more to do with the arrangements previous generations of khaastas made with him than with any actual respect on the part of those currently living.&lt;br /&gt;
&lt;br /&gt;
The khaastas are not particularly religious, which is fine with [[Sess’innek]] as long as they fulfill the minimum requirements he sets forth—namely a certain number of sacrifices in his name. The khaastas sacrifice approximately one out of ten prisoners to Sess’innek. [[Cleric]]s exist, though they do not receive their spells from Sess’innek, and their value is measured by their ability to fight and restore the wounded to health rather than by the spiritual guidance they can provide.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the khaastas venerate their ancestors almost as gods. Each khaasta learns the names and deeds of past generations for as far back as the older clan members can recall. Such information is passed down in the oral tradition and never written down. Before going into battle or facing some other trial, the khaastas call not upon the favor of [[Sess’innek]], but upon the blessings of their ancestors. Periodically, each clan performs ceremonies of remembrance to honor the lives of their ancestors.&lt;br /&gt;
&lt;br /&gt;
Despite their innately vicious nature and traditionally short tempers, the khaastas have mounted no attacks on the civilized regions of Faerûn. In fact, they have taken care to maintain amicable relations with all the civilized creatures they have encountered, so as to prevent splintering of their power through local conflicts. A few [[orc]]ish tribes ousted from their territory by the newcomers have attempted to strike back, but their attacks have been both costly and ineffective.&lt;br /&gt;
&lt;br /&gt;
In addition to their birth swords, khaastas prize fine weapons and armor above all else. Though khaastas rarely make their own magic items, many sport magic weapons or armor that they have taken from enemies or received as gifts from their demonic allies.&lt;br /&gt;
&lt;br /&gt;
[[Category: Monsters]] [[Category: Dungeons &amp;amp; Dragons]] [[Category: Planescape]] [[Category: Forgotten Realms]]&lt;/div&gt;</summary>
		<author><name>2602:306:B88B:FB60:89BA:7E5:4CF8:4B1C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Fungus&amp;diff=222569</id>
		<title>Fungus</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Fungus&amp;diff=222569"/>
		<updated>2019-08-20T04:00:42Z</updated>

		<summary type="html">&lt;p&gt;2602:306:B88B:FB60:89BA:7E5:4CF8:4B1C: &lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;Fungi&#039;&#039;&#039; (the plural of &#039;&#039;&#039;fungus&#039;&#039;&#039;) are a kingdom of eukaryotic organisms, distinct from plants and animals. In real life, they cover a vast array of organisms, from humble yeast to the more iconic molds, mushrooms and toadstools. In fantastical universe, fungi can grow into forms very unlike anything on Earth, and are also known for causing Italian plumbers to grow taller.&lt;br /&gt;
&lt;br /&gt;
==D&amp;amp;D Fungi==&lt;br /&gt;
{{dnd-stub}}&lt;br /&gt;
&lt;br /&gt;
In [[Dungeons &amp;amp; Dragons]], the humble fungus has long been a supporting character throughout the editions. At its most basic, you have exotic background fungi, such as tree-sized mushrooms in the [[Underdark]], with many species of edible, poisonous or even magical fungi often showing up in articles on the Underdark. Other fungi are even more spectacular, or at least memorable, because they can try to kill your adventurers. In 3rd edition and onward, these creatures tend to fall into the Plant creature type, even though they aren&#039;t in the same kingdom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Violet Fungi&#039;&#039; are semi-ambulatory mushrooms that actively hunt living creatures, lashing out with toxic, flesh-rotting tendrils to kill and consume prey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shriekers&#039;&#039; are semi-ambulatory mushrooms that are harmless... in the way that a burglar alarm is harmless unless you trip it. If these things bump into something, they scream. Very, &#039;&#039;very&#039;&#039; loudly. And whilst they can&#039;t hurt you, anything that hears the screaming and comes to investigate probably isn&#039;t so non-hostile.&lt;br /&gt;
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&#039;&#039;Phycomids&#039;&#039; are slithering carpet-like masses of predatory fungus that spew caustic alkaline goop at living creatures, seeking to kill them and feast on their flesh.&lt;br /&gt;
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&#039;&#039;Ascomoids&#039;&#039; are essentially puffballs. Just... grown to gigantic size. And semi-self-mobile. And hungry to chase down living creatures and squash them to a pulp to feed on their rotting flesh. So, actually, not all that much like puffballs really.&lt;br /&gt;
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&#039;&#039;Gas Spores&#039;&#039; are infamous as one of the damn &#039;&#039;cheapest&#039;&#039; of D&amp;amp;D&#039;s long and sordid history of &amp;quot;[[Gotcha Monster]]s!&amp;quot; These toxic puffballs are full of lighter-than-air gas, which sends them floating around the place. And they just so happen to resemble the dreaded [[beholder]]. Exactly why has never really been explained in most editions, although 3.5&#039;s came pretty close to a satisfactory one by saying they were created as expendable decoys by beholder mages. If you&#039;re boring you could also just say &amp;quot;Natural Mimicry&amp;quot;. In 5th edition, they&#039;re a magical fungus that grows on beholder corpses, and if you survive exposure to the toxic spores, you&#039;ll pick up fragmented memories of the beholder they originated from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cushion Fungi&#039;&#039;, introduced in [[Dragon Magazine]] #172, are enormous carnivorous mushrooms that resemble plush cushions. They secrete soporific spores when they sense living creatures, causing the weak-willed to take a nap on the &amp;quot;cushion&amp;quot;, which then smothers them before digesting their corpse. A fine example of [[Old School Roleplaying]] and the tradition of &amp;quot;[[Gotcha Monster]]s&amp;quot;.&lt;br /&gt;
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&#039;&#039;Vermeil Fungi&#039;&#039; are native to the Savage Coast of [[Mystara]], and supposedly are related to gas spores. Taking the form of large, crimson mushrooms, these fungi explode in a thick red cloud that resembles vermeil when disturbed - worse, this has the same effect on cinnabryl as detonating smokepowder, allowing their toxic spores to spread the debilitating effects of the Red Curse.&lt;br /&gt;
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&#039;&#039;Sargusian Fungi&#039;&#039;, commonly and inaccurately referred to as &amp;quot;Dirtwraiths&amp;quot;, are a species of semi-intelligent predatory fungus native to the [[Abyss]], but which can also be found in the Vesve Forest of [[Greyhawk]], a result of a Bonehart wizard unwittingly bringing spores back with him after a trip to the Abyss and then accidentally sowing them around Delaquenn. This fungus attaches itself to plants and animates them, using them as weapons to kill living creatures so it can feed on their corpses. [[Demon]]s love the stuff, they think it&#039;s a delicacy, but it&#039;s lethally poisonous to mortals.&lt;br /&gt;
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&#039;&#039;Egarus&#039;&#039;, also known as Vacuum Fungus, is a voraciously energetic strain of fungus native to the Quasielemental Plane of Vacuum, which has the distinct and unpleasant habit of rapidly growing on - and disintegrating - any form of matter, inanimate or not.&lt;br /&gt;
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&#039;&#039;[[Myconid]]s&#039;&#039;, also known as Fungus Men, are a race of sapient, humanoid mushrooms native to the [[Underdark]].&lt;br /&gt;
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&#039;&#039;[[Campestri]]&#039;&#039; are a devolved, dimwitted, surface-dwelling, music-loving relative of the Myconids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Vegepygmy|Vegepygmies]]&#039;&#039;, also known as Mold Men, are fungus-based humanoids that grow out of the bodies of people consumed by the alien fungus called Russet Mold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Zuggtmoy]]&#039;&#039; is the demon queen of fungus. She&#039;s quite prominent due to her involvement with the [[Temple of Elemental Evil]], which is home to many fungus creatures.&lt;br /&gt;
&lt;br /&gt;
Way back in the days of [[Mystara]], the Known World Gazetteer #10: the Orcs of Thar introduced a short guide to the various fungi native to the Broken Lands:&lt;br /&gt;
* &#039;&#039;Foodshrooms&#039;&#039; are mushrooms that grow just about anywhere, especially on decaying organic matter. Marked by a sickly-gray, buboe-riddled &amp;quot;foot&amp;quot;, a green trunk and a mud-brown hat, these are one of the major edible fungi of Thar, both in their own right and when they grow big enough to attract fungus-eating worms.&lt;br /&gt;
* &#039;&#039;Badshrooms&#039;&#039; are a poisonous mushroom that grows alongside foodshrooms, which means the local goblinoids consider them a right nuisance. They&#039;re all but identical to foodshrooms, but the colors are wrong; sickly green feet, sickly gray trunks and black-dotted mud-brown hats provide a clear warning to anyone with the patience to stop and look at them first.&lt;br /&gt;
* &#039;&#039;Biggiz&#039;&#039; are the largest shroom species in the Broken Lands, taking the form of huge, flat-capped mushrooms that can grow &amp;quot;ten ogres tall&amp;quot; and be &amp;quot;as wide as a purple worm&amp;quot;. The hollow stems are a popular construction material in Thar.&lt;br /&gt;
* &#039;&#039;Futpuff&#039;&#039; is a purple-spotted green puffball fungus that goblinoids of Thar have learned to use as a primitive warning signal. When trodden on, it loudly expels clouds of spores, which also stink to high heaven.&lt;br /&gt;
* &#039;&#039;Rokstolk&#039;&#039; is a flat-capped mushroom that grows on metallic items that have started to rust. Rock-hard to the touch, rokstolks form encrusting mats over whatever metallic item is feeding them.&lt;br /&gt;
* &#039;&#039;Fireshrooms&#039;&#039; look like dead, gnarled branches in red and purple shades. They grow in areas of high heat, such as near lava pools, and quickly burst into flames themselves when agitated. Tharrians like to use them as a cheap source of fire arrows.&lt;br /&gt;
* &#039;&#039;Rustlemoss&#039;&#039; is a blue-grey discus shaped mushroom that grows on the sides of Biggiz. Characterised by a rotten egg smell, it&#039;s actually a powerful curative that can heal wounds and alleviate certain diseases. Thar goblinoid shamans are always interested in gathering batches of rustlemoss.&lt;br /&gt;
* &#039;&#039;Darksnap&#039;&#039; is a predatory fungus that grows on solid surfaces, such as cavern walls or the stalk of a biggiz. Sharing the same rotten egg smell as the more useful rustlemoss, darksnap grows large enough to devour a [[troll]] in one mighty bite. Do &#039;&#039;&#039;not&#039;&#039;&#039; confuse the two!&lt;br /&gt;
* &#039;&#039;Oozeshrooms&#039;&#039; are gray, stalk-shaped fungus tendrils that secrete a black, slippery goop when agitated. Carefully dried out, the oozeshrooms can be used as sculptable wood, whilst the sap is readily employed as a strong glue.&lt;br /&gt;
* &#039;&#039;Gooberries&#039;&#039; are fungi that grow on cavern ceilings, taking the form of berry-like bundles of sticky fungus nodules on the end of long, hairy stalks. The carnivorous fungus grows big enough to consume a goblin, but is itself quite edible.&lt;br /&gt;
* &#039;&#039;Wogar&#039;s Cups&#039;&#039; are cup-shaped giant red mushrooms that grow in dry, miserable places. Their inverted bell-cap holds water, and the mushroom secretes nectar into the water to attract insect swarms. Whilst the nectar-laced water is sweet and drinkable, the swarming bugs aren&#039;t likely to react well to people poaching.&lt;br /&gt;
* &#039;&#039;Weeping Fungi&#039;&#039; are massive, hairy-capped mushrooms that look sort of like weeping willows, hence their name. Their size makes them a popular spot for predators to ambush prey, or lazy humanoids to seek a quiet spot to rest. The branches are also viable for bows and arrows as well.&lt;br /&gt;
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[[Category: Dungeons &amp;amp; Dragons]]&lt;br /&gt;
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==40K Ork Fungi==&lt;br /&gt;
[[File:Speckled_Bloodshade_Fungus.jpg|300px|right|thumb|A Speckled Bloodshade Fungus, your typical Ork Fungus filled rich with plenty of nutrients and minerals for every growing Ork boy.]]&lt;br /&gt;
Since Orks share an affinity with fungus, it is of no surprise that within the Ork eco-system one of the most vital aspects that keep Ork society going is the growth of specialized &#039;Orkoid Fungus&#039;. If anything, every single Orkoid species from the lowliest [[Snotling]] to the greatest [[Squiggoth]] both come from the same fungal spore. Only changing via chemical or hormonal stages when the Orkoid is gestating. Ork spores grow in the wilderness, giving birth to new forms of Orkoid life. Different forms of Orkoid Fungus play essential roles in Ork society. Ork Settlements are surrounded by great patches of the fungi. Cultivated by Snotlings and eaten by [[Squig#Eating Squig|Eating Squigs]], they are a primal source of food in Ork society.&lt;br /&gt;
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Gretchin cooks usually turn some Fungus into something fancy. Examples include Fungus Beer, Fungus Wine, Fungus Chips as well as potentially making Mashed Fungus, Poached Fungus, Baked Fungus Pie and etc.&lt;br /&gt;
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Here are some types of Orkoid fungus identified by the Imperium.&lt;br /&gt;
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===Puffball===&lt;br /&gt;
These round fungi contain huge amounts of poisonous spores, which are released after they are broken or crushed. Snotlings use them as primitive fungus bombs, dropping them under the feet of an enemy. After they step on it, they will have to suffer a nasty whiff of toxic spores which gives the Snotlings some actual use in the battlefield other than meatshields or ammunition.&lt;br /&gt;
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All Orkoids are immune to these spores, they only make them cough and gag. Puffballs cleaned of spores and stuffed with marinated Squig meat is a popular Ork meal as the fungus enhances the already flavor-riched Squig to a new level. Spores collected from a different varieties of Puffballs are used to make Fungus Gas Bombs and for various medical uses.&lt;br /&gt;
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===Speckled Bloodshade Fungus===&lt;br /&gt;
In appearance the Speckled Bloodshade is a deep red or purple fungus speckled with yellow or green flecks. It can be eaten by Orks and has important medical uses due to to its effect on the Ork bloodstream. This fungus is rich in molds in spores found in Ork blood and skin, so it can be used to enrich the blood to speed up the Ork metabolism, usually in fungus juice injection cylinders. It is also used to slow the flow of blood which is a great benefit in treating wounded Orks.&lt;br /&gt;
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===Mushlings and Snotrooms===&lt;br /&gt;
This is what happens when a Snotling dozes off too much in the Fungal gardens. Snotlings feed primarily on fungus, often eating as much as they can. This in turn can lead to strange side effects, one of which is becoming a fungoid. Snotlings start to become lazy and feckless and eventually vegetate at the side of the drop, tuning into a Snotroom or Mushling; a fungus preserving the vestige of a Snotling face. These are usually eaten only on festive occasions, as they become tough and large.&lt;br /&gt;
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===Rutted Gob-Buster===&lt;br /&gt;
This fungus can grow very large and it becomes quite hard to eat a big one in one go, hence its name. Gob-Buster has a tough texture and strong spicy tang. Big and old ones are so strong Orks sometimes have to spit them out. Some Orks consider finishing a Gob-Buster a demonstration of self-endurance. On the other hand, their spicy and tangy flavor is used by Gretchin cooks to further enhance the flavor of Squig meat or other mushrooms. &lt;br /&gt;
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===Other===&lt;br /&gt;
Other types of fungus also appear but are overall too minor to be properly described other than they&#039;re all edible.&lt;br /&gt;
*Pink-Spotted Trottlecap&lt;br /&gt;
*Warted Nightbloomer&lt;br /&gt;
*Heartburn&lt;br /&gt;
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==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Puffballs.jpg|Puffballs and no, those Snotlings aren&#039;t having a great old time.&lt;br /&gt;
Image:Mushlings_and_Snotrooms.jpg|An Ork sitting on a Mushling/Snotroom.&lt;br /&gt;
Image:Rutted_Gob-Buster.jpg|The Gob-Buster, harder than a bowling ball but tastier than most mushrooms today.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{template: Orks-Forces}}&lt;br /&gt;
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[[Category: Warhammer Fantasy]] [[Category: Orcs &amp;amp; Goblins]] [[Category: Orks]]&lt;/div&gt;</summary>
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