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General Hazards | Adventure-Specific Hazards

Yellow MoldHazard 8

Source Core Rulebook pg. 524 2.0
Complexity Simple
Stealth DC 28 (trained)
Description Poisonous mold spores assault nearby creatures.
Disable Survival DC 26 (expert) to remove the mold without triggering the spores
AC 27, Fort +17, Ref +13
HP 70; Immunities critical hits, object immunities, precision damage
Spore Explosion ReactionReaction Trigger A creature moves into the mold’s space or damages the mold. The mold can’t use this reaction if it’s in direct sunlight or if the damage was fire damage. Effect The triggering creature and all creatures within 10 feet are exposed to yellow mold spores.
Yellow Mold Spores (inhaled, poison) Any drained condition from the spores persists after the poison’s duration ends; Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 1d8 poison damage and drained 1 (1 round); Stage 2 2d8 poison damage and drained 2 (1 round); Stage 3 3d8 poison damage and drained 3 (1 round)