Cerebric Fungus (CR 4/MR 1)

Mythic Cerebric Fungus (CR 4/MR 1)
XP 1,200
Pathfinder Roleplaying Game Bestiary 3
N Medium plant (mythic)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +12
Aura unsettling appearance (60 ft., DC 14)


AC 16, touch 10, flat-footed 16 (+6 natural)
hp 38 (4d8+20); fast healing 2
Fort +7, Ref +1, Will +6
Defensive Abilities mucus of terrible visionsMA, otherworldly mind; Immune plant traits, Resist cold 5
Weaknesses vulnerable to sonic


Speed 30 ft.
Melee bite +5 (1d6+2), 2 tendrils +3 (1d4+1 plus pull)
Space 5 ft.; Reach 5 ft. (15 ft. with tendrils)
Special Attacks pull (tendril, 5 ft.), mythic power (3/day, surge +1d6), seductive compulsionMA, star-shriek

Spell-Like Abilities (CL 4th; concentration +6)
Constant—detect thoughts (DC 14)
At will—touch of madness (DC 14)
3/day—calm emotions (DC 14), touch of idiocy (DC 14)


Str 14, Dex 11, Con 16, Int 15, Wis 20, Cha 15
Base Atk +3; CMB +5; CMD 15 (21 vs. trip)
Feats Extra Mythic PowerMF, Improved Initiative, Multiattack
Skills Bluff +6, Diplomacy +6, Perception +12, Stealth +7
Languages telepathy 100 ft.

Special Abilities

Intrusive Visions (Su) Foes in melee with a mythic cerebric fungus experience terrible visions of their past or potential futures, making it difficult for them to distinguish friend from foe or even discern their surroundings. Any creature striking or struck by a mythic cerebric fungus in melee becomes confused for 1 round (DC 14 Will negates), and its vision becomes blurry and overlaid with phantom visions, resulting in a 20% miss chance on all its attacks. If a creature is adjacent to the fungus, this visual persists as long as the creature remains adjacent and for 1d3 rounds thereafter. This is mind-affecting insanity effect. The save DC is Charisma-based.

Otherworldly Mind (Ex) Any creature attempting to contact a cerebric fungus’s mind or read its thoughts with a divination spell or similar ability must succeed at a DC 16 Will save or be overwhelmed by the alien thoughts in the creature’s head. Those who fail take 1d6 points of nonlethal damage and are confused for 1d6 rounds, and the divination effect immediately ends. The save is Charisma-based and includes a +2 racial bonus.

Seductive Compulsions (Su) Non-mythic creatures must save twice against the mind-affecting effects created by a mythic cerebric fungus, and take the worse result. In addition, when a creature succeeds on a Will save against a mythic cerebric fungus’s attack, the fungus may expend one use of its mythic power to force the target to reroll its saving throw.

Star-Shriek (Ex) Once per day as a full-round action, a cerebric fungus can unleash a shrill scream of madness. All creatures (except other cerebric fungi) within 30 feet must make a DC 15 Will save or be nauseated for 1d4 rounds. This is a sonic mind-affecting effect. The save DC is Constitution-based.

Touch of Madness (Sp) The cerebric fungus may daze one living creature by making a successful touch attack. The target creature must succeed at a DC 14 Will save, or it becomes dazed for 1 round per caster level (4 rounds for most cerebric fungi). This is a mind-affecting enchantment, equivalent to a 2nd-level spell.

Unsettling Appearance (Su) A cerebric fungus constantly scans the minds of those around it, projecting around itself a confusing collage of images gleaned from their thoughts. Creatures within 60 feet that can see the fungus must succeed at a DC 14 Will save or take a –2 penalty on attack rolls. This is a mind-affecting effect. The save DC is Charisma-based.

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