All Creatures
Abilities | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


PFS StandardBasidirond

The basidirond, also called a mindfrond, is a fungal creature that crawls about on woody tendrils. The large, bowl-shaped pod atop its body collects mineral-rich moisture—-whether runoff from cave walls or fresh blood—-for sustenance. It uses hallucinogenic spores to incapacitate prey long enough for it to beat its prey to a bloody pulp, then deposits the deliciously tenderized remains into this pod for consumption. A basidirond is over 6 feet tall and 3 to 4 feet wide, and weighs nearly 300 pounds when saturated.

Recall Knowledge - Fungus (Nature): DC 20
Unspecific Lore: DC 18
Specific Lore: DC 15

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite BasidirondCreature 6

Legacy Content

N Medium Fungus Mindless 
Source Bestiary 2 pg. 34 2.0
Perception +10; low-light vision, tremorsense (imprecise) 30 feet
Skills Athletics +15, Stealth +15
Str +4, Dex +4, Con +4, Int -5, Wis +1, Cha -3
AC 24; Fort +15, Ref +13, Will +14
HP 100; Immunities cold, mental; Weaknesses slashing 5
Cold Lethargy Although a basidirond is immune to cold damage, any effect that deals cold damage causes it to become slowed 1 for 1d4 rounds. During this time, it cannot use its Hallucinogenic Cloud or basidirond spores.
Speed 20 feet
Melee [one-action] frond +17 [+12/+7], Damage 2d8+2+6 bludgeoning plus basidirond sporesBasidirond Spores (disease) Saving Throw DC 24 Fortitude; Maximum Duration 6 rounds; Stage 1 1d8 poison damage and enfeebled 1 (1 round); Stage 2 1d10 poison damage and enfeebled 1 (1 round); Stage 3 1d12 poison damage and enfeebled 2 (1 round)Hallucinogenic Cloud [two-actions] (incapacitation, mental, poison) The basidirond releases a cloud of invisible spores in a 20-foot emanation. Each creature in the area must succeed at a DC 24 Fortitude save or experience powerful hallucinations as long as it remains in the cloud, plus an additional 1d4 rounds after leaving the area. A creature must attempt a new save each round it remains within the area. The cloud persists for 5 rounds unless dispersed before then by a strong wind. Each hallucinating creature rolls 1d6 each round to determine what it hallucinates that round.
1 The target is sinking in quicksand. It falls prone and spends 1 action on its next turn flailing its limbs as if attempting to swim.
2 The target is attacked by a swarm of spiders. It spends 2 actions on its next turn attacking the floor with a melee weapon (drawing a weapon if needed). It is flat-footed against all attacks.
3 An item the target is holding turns into a viper. The target Releases the item and spends its next turn fleeing from it.
4 The target is suffocating. It holds its breath and is stunned 3.
5 The target shrinks to 1/10 its normal size. For 1 round it is slowed 2 and enfeebled 4, and takes a -10-foot status penalty to its Speed.
6 The target is melting. It drops everything it's holding and becomes slowed 2 and clumsy 4 for 1 round.

Sidebar - Treasure and Rewards Harvesting Spores

The psychotropic spores of the basidirond can be harvested with a successful DC 22 Herbalism Lore or Nature check, yielding 1 dose of spores (1d4 doses on a critical success); on a critical failure, the basidirond creates a 10-foot-radius hallucinogenic cloud. Each dose is worth 10 gp for use in Crafting poisons, or 20 gp if the poison causes the confused or stupefied condition.