General Hazards | Adventure-Specific Hazards

Ash WebHazard 10

Source Pathfinder #148: Fires of the Haunted City pg. 12
Complexity Simple
Stealth DC 31 (expert)
Description This dangerous sooty black mold readily releases its toxic spores when disturbed. The entire swath of fungus in area B2 is a single organism. There are nine 10-foot-square patches to remove, but the whole organism dies once it takes enough damage.
Disable Survival DC 27 (expert) to remove a 10-foot-square patch of ash web without triggering the spores
AC 28, Fort +22, Ref +14
HP 100; Immunities acid, critical hits, electricity, fire, object immunities, precision damage
Spore Explosion ReactionReaction Trigger A creature moves into the ash web's space or damages the web with any type of damage other than cold damage. Requirements The ash web is not in direct sunlight. Effect The triggering creature and all creatures within 10 feet of that creature are exposed to ash web spores.

Ash Web Spores (inhaled, poison) The enfeebled condition from ash web remains even after the poison's duration ends. The condition's value reduces by 1 per hour. Gugs are immune to this poison; instead, they have vivid and strange dreams when they sleep after ingesting ash web. Saving Throw Fortitude DC 29; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and enfeebled 1 (1 round); Stage 2 4d6 poison damage and enfeebled 2 (1 round); Stage 3 6d6 poison and enfeebled 3 (1 round).
Reset This large patch of ash web resets automatically at the start of the round.