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Phycomid

This tangle of purple-capped mushrooms growing out of a nasty green sludge shudders and writhes, wafting tendrils of smoke

Phycomid CR 4

XP 1,200
N Small plant
Init +0; Senses tremorsense 30 ft.; Perception +0

DEFENSE

AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
hp
39 (6d8+12)
Fort
+7, Ref +2, Will +2
Immune
acid, plant traits

OFFENSE

Speed 10 ft.
Ranged
acid pellet +5 touch (2d6 acid plus spores)

STATISTICS

Str 5, Dex 10, Con 15, Int —, Wis 11, Cha 1
Base Atk
+4; CMB +0; CMD 10 (can’t be tripped)

SPECIAL ABILITIES

Acid Pellet (Ex)

A phycomid attacks by firing a glob of acid from one of its several mushroom-like stalks. This attack has a range increment of 10 feet. A phycomid can fire up to six acid pellets per minute—during rounds in which the fungus has no acid pellets, it has no method of attacking at all and must wait until its acid stores replenish in 4 rounds before continuing a battle.

Spores (Ex)

Any creature that takes damage from a phycomid’s acid pellet (or consumes even a Small portion of the fungus) becomes exposed to the fungus’s spores. These spores grow quickly in living creatures. This affliction is a disease effect, although its course runs much faster than most diseases and is more poison-like in its speed, and like a poison, the spores “burn out” after a short period. A creature that is slain by a phycomid spore infestation bursts open in 1d4 rounds as a fully grown new phycomid emerges.

Phycomid Spores: Disease—injury or ingested; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save. The save DC is Constitution-based.