The Aethervale

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Pip the Sun-Spore

Pip the Sun-Spore
Pip the Sun-Spore
CR 2
Small Humanoid (goblinoid), Neutral Good
Reveal Stat Block
Armor Class
13 (Natural Armor)
Hit Points
45 (10d6 + 10)
Speed
30 ft.
str
8
-1
dex
16
+3
con
12
+1
int
10
+0
wis
14
+2
cha
12
+1

Saves DEX +5, CON +3, WIS +4, CHA +3

Skills PERCEPTION +4, STEALTH +7

Senses Darkvision 60 ft., Passive Perception 14

Languages Common, Goblin, Sylvan

Traits

Nimble Escape.Pip can take the Disengage or Hide action as a bonus action on each of his turns.
Harmonic Stabilizer.Pip has a calming effect on the corrupted. Any plant-based creature or 'Bile-Mutated' monstrosity that starts its turn within 30 feet of Pip must succeed on a DC 12 Wisdom saving throw or be charmed by him until the start of its next turn. While charmed in this way, the creature is incapacitated.
Aether-Tremors.While within 30 feet of high-pressure steam or loud clockwork machinery, Pip has disadvantage on Dexterity (Stealth) checks as he involuntarily sneezes clouds of glowing, non-toxic pollen.
Photosynthetic Vitality.Pip does not need to eat or drink as long as he spends at least 1 hour in sunlight or an Aether-rich environment every 24 hours. Additionally, he has advantage on saving throws against being poisoned or diseased.

Actions

Bioluminescent Smog (Recharge 5–6).Pip releases a burst of golden spores in a 15-foot radius centered on himself. The area is heavily obscured for 1 minute or until a wind of at least 10 mph disperses it. Pip can see through this smog, and any creature other than Pip that starts its turn in the smog must succeed on a DC 12 Constitution saving throw or be blinded until the end of its turn.

reactions

Caustic Splashback.When Pip takes damage from a creature within 5 feet of him, he releases a spray of sticky, glowing nectar. The attacker must succeed on a DC 12 Dexterity saving throw or be coated in the nectar. Until the end of Pip's next turn, attack rolls against a coated creature have advantage, and the creature sheds dim light in a 5-foot radius.

Pip the Sun-Spore

Pip is a trembling, bioluminescent anomaly—a half-goblin whose very existence is a thumb in the eye of the Omnisporangium’s ancient design. Once a lowly scavenger on the fringes of Steamfort, Pip’s life changed when he huddled in a field of Aether-enriched sunflowers to hide from a rhythmic, brass-plated patrol. Starving and desperate, he consumed the glowing seeds. His unique physiology—characterized by a mutation that grants him an unnaturally low-acid stomach and trace amounts of Blue Bile—did not digest the flora. Instead, his body became a living, copper-hued incubator.

Now, shimmering mycelial threads lace through his emerald skin, and his chest emits a rhythmic, golden-blue pulse. He is the unwilling vessel of the Eclipse Sun-Spore Seed, the only biological key capable of soothing the planetary hivemind. Pip is a creature of two worlds: his goblin heritage makes him skittish and nimble, while the fungal infection grants him a grand, mythic aura that he neither wants nor understands. He smells of ancient loam and expensive honey, a shimmering beacon of hope in a world being reclaimed by the Sighing Sickness.

"The gears in the city go clack-hiss, and the voices in the dirt go hum-sigh... but the little golden seeds in my belly? They just want to see the sky one last time. I think I do, too."

Secret Motivation: Pip is terrified that the Eclipse Bloom isn't just a cure, but a replacement. He has begun to dream of a world where the surface is paved in petals rather than stones, and he fears that by planting the seeds in the Omnisporangium’s heart, he will cease to be Pip and instead become the first sprout of a new, terrifyingly beautiful world order.

Adventure Hook: The players encounter Pip as he is being pursued through the smog-choked alleys of a border-town by a "Collection Squad" from the Steam Wrights Consortium. The industrialist mages have detected the unique Aether-signature in his gut and intend to "vivisect the miracle" to fuel their engines. Pip accidentally blinds his pursuers with a burst of radiant spores and collapses into the players' arms, begging for a "cool, dark place where the metal doesn't scream."

Ideals & Flaws

  • Ideal: The Smallest Life. "The giants and the engines are loud and mean. Someone has to look out for the weeds and the goblins."
  • Flaw: Aether-Tremors. Whenever Pip is near high-pressure steam or loud clockwork, his internal spores react violently, causing him to sneeze clouds of glowing, non-toxic (but very distracting) pollen.

Sight, Sound, and Smell

  • Sight: A small, hunched figure wearing tattered copper-mesh rags. His eyes are wide and amber, glowing with a soft inner light. Translucent, golden mushrooms sprout from his shoulders, and blue mycelial veins trace patterns like circuit boards across his face.
  • Sound: The wet, rhythmic thumping of two hearts—one biological, one fungal—and the constant, faint rustle of leaves coming from inside his oversized tunic.
  • Smell: An intoxicating mix of damp cave moss, sun-baked sunflowers, and the sharp, metallic tang of ozone.

Rumors & Whispers

  • True: Pip no longer needs to eat or drink; the Eclipse Sun-Spore inside him survives entirely on ambient Aether and the sunlight he "soaks up" through his skin.
  • False: It is whispered in Thorne’s Library that Pip is actually a construct made of wood and brass, sent by the Hivemind to spy on the industrial world before the Swarm begins.

Markings

  • The Crowned Spore: A symbol of a sunflower with a jagged lightning bolt (Aether) through the center, often scratched into the walls of Pip’s hiding spots.
  • Translation: "The Golden One rested here; the Bile-Eaters cannot track the scent of light."

Tactics

In combat, Pip is a non-combatant who focuses entirely on Evasion and Disengage actions. He uses the Bioluminescent Smog produced by his skin to create heavily obscured areas, allowing him to hide in plain sight. If cornered, his Caustic Splashback triggers—not as a weapon of malice, but as a biological reflex that coats attackers in a sticky, glowing nectar that marks them for the rest of the encounter, granting advantage to anyone attacking the "scented" target.

Ecology

Pip is a unique ecological event—a "Harmonic Stabilizer." While the Whisper-Hulks are the swarm’s pruning shears, Pip is the hivemind’s accidental ear. His presence causes nearby flora to grow at 10x their normal rate, and he has a calming effect on Bile-Mutated Trolls, who view him as a "Coolant" for their internal Aether-Scald. He is the only being who can walk through the Bile-Ducts of Olsa without being dissolved by the pressurized sludge.