Ash Web

Level 10Hazard
HazardMediumLegacy
AC 28
HP 100 (BT 50)
Speed 0 ft.
Fort +22
Ref +14
Will +0
Perc +0
Size Medium
Common
Stealth +21
Disable DC 27 survival (expert) to remove a 10-foot-square patch of ash web without triggering the spores
Immunities acid, critical hits, electricity, fire, precision
Recall Knowledge nature DC 27

Abilities

Spore Explosion

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

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 DC 29 fortitude 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 damage and Enfeebled 3 (1 round).

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.