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Pathfinder

Compendium

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Ascomoid

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This misshapen sphere of pale yellow-green fungus rolls with an unnerving speed, spewing clouds of foul spores as it advances.

Oversized fungi, ascomoids are frequently mistaken for giant puffballs until they begin to move, rolling toward any living prey that they sense. Once they have crushed the life out of a creature, they quickly move on, leaving spores behind in their victim's body to grow new ascomoids. Ascomoids can grow to a width of 10 feet, but they rarely weigh more than 400 pounds.

While ascomoids require no light to grow, they do require a moist environment. They do not keep traditional lairs, but often wander the same areas over and over, littering these routes with the bones of past victims.

Although they are typically solitary creatures, ascomoids dwelling in areas of ample moisture with generous sources of food—or frequent unwitting passersby—sometimes form deadly clusters. Such colonies of these giant fungi often lurk in large caverns among other pallid vegetation. Given ascomoids' ability to detect vibrations, the slightest quake or potential footfall sets them rolling, turning their cavernous lairs into churning meat grinders. Bounding about violently, groups of ascomoids sometimes take hours to settle back down, unable to distinguish between the movements of prey and the tumbling of their own kind. In some cases, ascomoids have been known to lair at the top of steep rises, crushing climbers as they roll in terrible fungal avalanches.

Those crushed by an ascomoid or who fall victim to an ascomoid's spores face a revolting end, their bodies becoming hosts to quick-growing colonies of rampant fungi. Immature ascomoid mold sprouts quickly, typically appearing within 24 hours. After 48 hours, such victims become so overgrown with this furry, brown-green mold that they can no longer be restored to life by raise dead, as their bodies are too vitally pervaded and thoroughly consumed by the swiftly spreading mold. Within a month, a new ascomoid emerges from the foul mess.

Special Abilities

Poison (Ex) Spores—inhaled; Save Fort DC 16; Frequency 1/round for 6 rounds; Effect 1d2 Str damage; Cure 2 saves. The save DC is Constitution-based.

Spores (Ex) Once per round as a free action, an ascomoid can release a Jet Of deadly spores to a range of 30 feet. Upon impacting a solid surface, such as a wall or creature, the Jet Billows out into a cloud of spores that fills a 10-foot-radius spread. This cloud lasts for 1 round before dispersing. Any creature in the cloud must make a DC 16 Fortitude save or become nauseated as long as it remains in the cloud. Any creature that fails to save against this nausea is also exposed to the ascomoid's Poison (see above). The save DC is Constitution-based.

Attributes

AC
17, Touch 10, Flat-footed 16 (+1 Dex, +7 Natural, -1 Size)
Alignment
N
Base Atk
+5
CMB
+10
CMD
21 (Can't Be Tripped)
CR
CR 5
Cha
1
Con
17
Creature Type
Plant
DR
10/piercing
Dex
13
Environment
Underground
Feats
Improved Overrun B
Fort
+8
HP
52 (7d8+21)
Immune
Plant Traits
Init
N Large Plant +1
Int
&Mdash;
Melee
Slam +8 (2d8+6)
Organization
Solitary Or Cluster (2-8)
Reach
5 Ft.
Ref
+3
Resist
Electricity 10, Fire 10
Senses
Tremorsense 60 Ft.; Perception +0
Size
Large
Space
10 Ft.
Special Attacks
Poison , Spores, Trample (2d8+6, Dc 17)
Speed
40 Ft.
Str
18
Treasure
None
Will
+2
Wis
11
XP
1,600
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