Gloomglow Mushrooms
Level 5HazardAbilities
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. Effect: Glowing Spores
Description
A field of grass-like fungal filaments amid clusters of softly glowing, long-stalked mushrooms.