Withermold

Level 12Hazard (Complex)
HazardRareMediumRemaster
AC
30
HP
86 (BT 43)
Speed
0 ft.
Perception
+0
Fort
+27
Ref
+25
Will
+0
Stealth DC
38
Immunities acid, critical-hits, object-immunities, precision
Resistances physical 10
Weaknesses holy 10
Recall Knowledge DC 35 (nature)

Attacks

Melee Thorny Vine +26 (reach 20 ft.), Damage 1d10+5 piercing

Abilities

Spore Burst

Frequency three times per day

Trigger A Small or larger creature touches or attempts to enter one of the three tents


Effect The thorny vines of the three withermolds growing on the tents suddenly whip into a frenzy, filling the air with clouds of toxic spores. All creatures within a tent or within 10 feet of a tent's exterior take 8d6 poison damage (DC 32 fortitude save). The withermolds then roll initiative.

Disable DC 33 religion (master) twice to exorcise the unholy presence within the withermold, or DC 35 survival (master) twice to safely remove the sensory tendrils growing in the mold

Coils of pale yellow thorny fungal vines on which grow hundreds of brown puffballs suddenly whip into frenzied life.