Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Call of Cthulhu

Compendium

Type to search for a spell, item, class — anything!

Advertisement Create a free account

Mi-Go, the Fungi from Yoggoth

Ready to play? Build unlimited Call of Cthulhu characters Create Now

Attributes

Mi-Go, the Fungi from Yoggoth

Enigmatic scientists from Yuggoth

STR 50
CON 50
SIZ 50
DEX 70
INT 65
POW 65

Hitpoints: 10
Damage Bonus: 0
Build: 0
Magicpoints: 13
Move: 7/13 flying

Abilities

Fighting attacks: Fungi from Yuggoth may attack in hand-to-hand combat with its two crab-like claws.
Seize (mnvr): Alternatively, they may try to seize the victim (of their build or smaller) and then fly into the sky to drop the victim from a height or take the victim so high that his or her lungs burst.
Hypnosis: By introducing ultra-high and ultra-low frequency tones into its buzzing, the mi-go can put one or many humans listening to it into a trance state. Those within forty-feet of a buzzing mi-go must succeed in an opposed POW roll or become incapable of action. Mi-go can speak telepathically to humans, which costs 1 magic point per 5 rounds. The human can resist the communication with an opposed POW roll.
Void Light: Creates a sink from which photons will not emerge. The mi-go must spend 1 magic point for every cubic yard of blackness desired. No light can escape the affected area, making a useful visual protection for these fragile aliens. The darkness may be like a sheet or a spherical volume.

Attacks

Attacks Per Round: 2
Armor: None, however their resonating extra-terrene body causes all piercing weapons (bullets included) to do the minimum damage.
Dodge: 35
Fighting: 45% damage: 1d6 + damage bonus
Seize: can carry away beings of equal Build or smaller (pincers, grab, fly)

Armor: None, however their resonating extra-terrene body causes all piercing weapons (bullets included) to do the minimum damage.
Sanity Loss: 0.1D6 Sanity points to see a mi-go.