Fungal Colony

Level 19Hazard (Complex)
HazardUniqueMediumRemaster
AC 0
HP 0
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Medium
Unique
Complex Hazard
Stealth +37
Disable DC 45 nature twice to appeal to spirits of the natural world still lingering in the area and ask them to neutralize the infestation, DC 39 survival four times to gently break open four key tree trunks in the colony to allow the spores to vent harmlessly, or DC 48 thievery to trigger a chain reaction among the logs that forces the hazard to implode dramatically but harmlessly. Once the hazard is triggered, only the Nature check can disable it.
Recall Knowledge nature DC 49

Abilities

Fungal Eruptionoffensive

Trigger A Small or larger creature enters the hazardous ring or attempts to fly over it at a height of less than 120 feet --- Effect The ring of fallen trees explodes upward to a height of 120 feet. All creatures in the ring or within the area 120 feet above it take 8d6 piercing damage and must attempt a DC 41 reflex save. The fungal colony then rolls initiative. --- Critical Success The target is unaffected. Success The target takes half damage and is Sickened 1. Failure The target takes full damage, is sickened 1, and is Slowed 1 for 1 minute as spores settle on their bodies and quickly grow into rigid, interlocking plates. A creature can attempt to Escape the shells (DC 41) to end the slowed 1 effect early. Critical Failure The target takes double damage and is Restrained as they become almost completely encased in a hard fungal shell until they roll to Escape (DC 41), at which point they are slowed 1 for an additional minute until they Escape a second time.

Description

A ring of dead trees covered in dry fungus suddenly shakes and rattles as if something inside some of the trees were about to explode.