Spitter Pods
Level 2Hazard (Complex)HazardMediumLegacy
AC
17
HP
30 (BT 15)
Speed
0 ft.
Perception
+0
Fort
+10
Ref
+5
Will
+7
Stealth DC
8
Recall Knowledge DC 16 (nature)
Attacks
Ranged Globule +11 (poison, reload 1 ft.), Damage 1d12+2 poison
Abilities
Unfurl↺
A non-fungus creatures enters area E4
Effect The spitter pod rolls initiative.
Disable DC 18 crafting to add disruptive chemicals to the fungus's reservoir, DC 18 nature (trained) to recognize how to constrict the chemicals' flow, or DC 20 deception (trained) to spread spores that befuddle the fungus; three total successes are required to disable the trap.
Specialized spore pods burst open, expel toxic globules, and recharge from alchemical reservoirs.