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Hazards

Gloomglow Mushrooms

Level 5

commonEnvironmentalFungus

A cluster of mushrooms gives off a soft, sickly luminescence. Disturb them and they burst, flinging a cloud of glowing spores across everything nearby.

Disable Survival DC 22 (expert) to remove a 5-foot-patch without triggering the mushrooms.

Glowing Spores [Reaction] Trigger A creature moves into the mushrooms' space or damages the mushrooms. The mushrooms can't use this reaction if the damage was cold damage.

Level 5 · Complexity Simple

Stealth DC 26 (expert)

Disable DC 22 (expert) — (expert) to remove a 5-foot-patch without triggering the mushrooms.

AC 21

HP 52

Immunities critical hits, object immunities, precision damage · Weaknesses cold 10

Effect The triggering creature and all creatures within 10 feet are sprayed with itchy, distracting, glowing spores and must attempt a DC 22 Reflex save. On a failed save, the creatures become sickened 1 and stupefied 1 (or sickened 2 and stupefied 2 on a critical failure) and take a –4 penalty to Stealth checks until the spores lose potency in 24 hours or are removed. This requires washing them off by bathing in water for a minute, a _prestidigitation_ spell, or a similar measure allowed by the GM.