Riotous Mushrooms

Level 5Hazard (Complex)
HazardMediumLegacy
AC 19
HP 45 (BT 22)
Speed 0 ft.
Fort +15
Ref +9
Will +0
Perc +0
Size Medium
Common
Complex Hazard
Stealth +10
Disable DC 19 nature (trained) or DC 19 occultism (trained) to repair the runes, DC 23 survival (trained) to disturb the soil within the ring to weaken the mushrooms; one successful check to disable this hazard reduces the mushrooms' hardness to 0, and two total successes are required to disable the hazard.
Immunities critical hits, precision
Weaknesses fire 5, slashing 5
Recall Knowledge arcana DC 20

Abilities

Sprouting Mushroomsoffensive

Trigger A creature touches a standing stone or enters the ring --- Effect Two giant mushrooms sprout from the ground, each making a Sprout attack. The hazard then rolls initiative.

Poison Sporesoffensive

Adjacent creatures take 1d6+6 nonlethal poison damage (DC 20 fortitude save).

Sproutoffensive

A giant mushroom appears in a creature's square, dealing 1d10+6 nonlethal bludgeoning damage and pushing the creature to an adjacent square. The creature must attempt a DC 20 reflex save. --- Critical Success The creature takes no damage and can choose the square to be moved to. Success The creature takes half damage and can choose the square to be moved to. Failure The creature takes full damage and is randomly pushed to an adjacent square. Critical Failure The creature takes full damage, falls Prone, and is randomly pushed to an adjacent square.

Description

Giant mushrooms sprout from the ground, their caps reaching up to 15 feet high. Each giant mushroom flls up one 5-foot square and can appear anywhere within 20 feet of the center of the ring except adjacent to another giant mushroom. The ring can be disabled but not damaged before it activates.