Sapromneme
Sapromnemes, also known as Fungal Ghosts, are a bizarre race of sapient fungus native to the Underdark in the world of Dungeons & Dragons. They are one of three bizarre Underdark PC races who debuted in issue #267 of Dragon Magazine.
Resembling a cross between a floating human brain with eyes and a jellyfish, a sapromneme is a sapient fungus which consists of a levitating fungal "cap" with two jet-black eye-spots on the front of its rim that trails roughly 20 long, prehensile tentacles (fungal filaments). It feeds by draping these tentacles over dead organic matter, typically flesh, and digesting it in a rapid version of the normal fungiferous manner, and consumes liquid by dipping its tentacle tips into the fluid and siphoning it up. The cap is about 3 feet in diameter, whilst the tendrils reach up to six feet; it can levitate to a distance of about 10 feet innately, but can use walls to "boost" itself upwards. A lung-like sac and a set of specialized organs allows a sapromneme to imitate speech, although the result is quite unearthly; stilted, with little tonal quality and no inflections (basically, they talk like robots).
Most commonly encountered in the form of a non-sapient fungus, the sapient sapromneme comes into existence through sheer chance. Both versions of the fungus reproduce only on death, spewing fungal spores into the air when mortally wounded, which will grow into new sapromnemes should they take root on dead creatures. But if the "progenitor" corpse was a sapient creature, the sapromneme absorbs lingering mental energies, imprinting itself with the "progenitor's" knowledge and memories, and maturing as a fully sapient being. In fact, most sapromnemes at least initially believe themselves to be their humanoid progenitor, either reincarnated or simply transformed by strange magics. This can be quite disconcerting to all parties involved, especially when it's ultimately revealed that the sapromneme is not what it thinks it is. Sapromnemes that realize the truth of what they are still pattern themselves upon the assimilated memories; they tend to revere their "progenitor" in a manner akin to ancestor-worship, and they are usually highly superstitious, since they're well aware that their entire existence is proof of either the vagaries of chance or the fickle hand of fate.
When it comes to inter-racial relationships, sapromnemes are individualistic, as they generally base their responses and beliefs on their absorbed memories. A sapromneme with the memories of an elf will generally not get along with drow, whilst one created from the corpse of somebody slain by duergar may exhibit bitter enmities or absolute terror of them. They don't form communities of their own; even sapromnemes who accept the truth about what they are still find the sight of each other to be really disturbing.
PC Stats[edit]
Sapromnemes only appeared under the mechanics for Advanced Dungeons & Dragons 2nd edition.
- Ability Score Minimum/Maximum: Strength 3/15, Dexterity 6/18, Constitution 3/15, Intelligence 3/18, Wisdom 3/18, Charisma 3/16
- Ability Score Adjustments: +1 Dexterity, -2 Charisma
- Natural Armor Class: 9
- Infravision 60 feet
- Fungal Flesh: A sapromneme uses the Hit Dice for its chosen class, but its hit points per hit dice are capped at 6. So, a sapromneme Fighter with a D10 Hit Dice treats all HD rolls of 7-10 as rolls of 6.
- Inherited Aptitudes: Choose another playable race to represent the sapromneme's progenitor corpse. A sapromneme has the same racial restrictions on class and level as the chosen race.
- Immune to Cold.
- Immune to Fungus Attacks.
- Levitates (10 feet height cap) instead of walking.
- Do not breathe.
- Cannot wear armor.
- Regardless of Strength score, cannot carry more than 50 pounds before being rendered immobile.
- Cannot wear any magical items other than magic rings.
- Initial reaction penalty of +4.