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


There is a Legacy version here.

PFS StandardTerotricus

The legendary terotricus is a massive slime mold that hails from the Outer Rifts. Its collective consciousness encapsulates entire regions, spreading as far as its ever-growing cloud of spores will take it. Once it has seeped into the Universe from the Rifts, a terotricus's agenda is to feed on all living creatures, infecting them with its spores, and its presence can spell doom for any in its way.

Terotricuses move by rapidly expanding and contracting their slimy “bodies,” which are capable of burrowing through soil, gliding across water, and scrabbling up steep slopes. These behemoths of rot don't need to travel to see their plans come to fruition, though; their spores easily latch onto demons and other denizens of the Outer Rifts, who in turn bring this blight to the Universe when the fiends are summoned.

When a terotricus infects a creature with its spores, web-like fungal growths start appearing on the victim's skin until they cover the entire body, at which point the victim's mind is also subdued and bent to the terotricus's will. The terotricus's favored victims include animals, elves, and fey, though it is happy to infect any creature it can catch. Cults of Treerazer occasionally attempt to make contact with a terotricus, but such acts almost always simply result in a new sect of spore-blighted servants.

Recall Knowledge - Fungus (Nature): DC 44
Unspecific Lore: DC 42
Specific Lore: DC 39

Elite | Normal | Weak
Proficiency without Level

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

Weak TerotricusCreature 18

Rare Gargantuan Fungus Unholy 
Source Monster Core pg. 326
Perception +31; darkvision, tremorsense (imprecise) 120 feet
Languages Chthonian, Elven, Fey
Skills Athletics +35, Deception +30, Intimidation +33, Nature +29, Survival +29
Str +10, Dex +5, Con +9, Int -1, Wis +6, Cha +5
AC 40; Fort +32, Ref +26, Will +31; +1 status to all saves vs. magic
HP 350, regeneration 25 (deactivated by cold); Immunities controlled, disease, paralyzed, sleep; Resistances fire 15; Weaknesses cold 15, cold iron 15, holy 15, slashing 10
Spore Cloud (aura, disease) 30 feet. A creature entering the aura or starting its turn there is exposed to spore blight.
Speed 35 feet; burrow 25 feet, climb 25 feet, swim 35 feet
Melee [one-action] tentacle +35 [+30/+25] (magical, reach 20 feet, unholy), Damage 4d10-2+18 bludgeoning plus 2d6 spirit and Improved Grab or Improved Push 20 feetRanged [one-action] spores +35 [+30/+25] (brutal, magical, range increment 80 feet, unholy), Damage 4d8-2+8 poison plus 2d6 spirit, spore blight, and sticky sporesInfest Environs [two-actions] (primal) Frequency once per day; Requirements The terotricus is in a swamp or forested area; Effect The terotricus drains nutrients from nearby trees and undergrowth while simultaneously infesting them with fungal growth. All non-magical plant life (though not plant creatures) within a 60-foot emanation withers and sprouts foul mold and slimy mushrooms, removing any cover and concealmentprovided by trees and undergrowth. In addition, the terotricus regains 200 Hit Points (this is a healing vitality effect).Spore Blight (disease) Plantsand fungiare immune; Saving Throw DC 38 Fortitude; Stage 1 enfeebled 2 (1 day); Stage 2 enfeebled 4 and slowed 1 (1 day); Stage 3 controlled by the terotricus (as dominate; 5d8 days); Stage 4 deadSticky Spores A creature hit by a terotricus's spores takes a –10-foot status penalty to all its Speeds for 1 minute. If the Strike was a critical hit, the creature is also immobilized until it Escapes (DC 38).

Sidebar - Additional Lore Terotricus Myths

The Kellids of Sarkoris dealt with their fair share of terotricuses during the era of the Worldwound, and these people developed unique rituals to purify tainted grounds with the help of ancestral spirits and feathers acquired from celestials. Far south of there, in what is now known as the Sodden Lands, wastelanders who learn of the presence of a terotricus—or “swampblight,” as they're called there— carry lanterns blessed by angels in the hopes that these lights will keep the terotricus at bay.