General Hazards | Adventure-Specific Hazards

Gloomglow MushroomsHazard 5

Source Pathfinder #145: Hellknight Hill pg. 57
Complexity Simple
Stealth DC 26 (expert)
Description A field of grass-like fungal filaments amid clusters of softly glowing, long-stalked mushrooms
Disable Survival DC 22 (expert) to remove a 5-foot-patch without triggering the mushrooms.
AC 21, Fort +13, Ref +9
HP 52; Immunities critical hits, object immunities, precision damage, Weaknesses cold 10
Glowing Spores ReactionReaction Trigger A creature moves into the mushrooms' space or damages the mushrooms. The mushrooms can't use this reaction if the damage was cold damage. Effect The triggering creature and all creatures within 10 feet are sprayed with itchy, distracting, glowing spores and must attempt a DC 22 Reflex save. On a failed save, the creatures become sickened 1 and stupefied 1 (or sickened 2 and stupefied 2 on a critical failure) and take a –4 penalty to Stealth checks until the spores lose potency in 24 hours or are removed. This requires washing them off by bathing in water for a minute, a prestidigitation spell, or a similar measure allowed by the GM.