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Hazards

Spitter Pods

Level 2

commonComplexFungusTrap

A cluster of bloated fungal pods that unfurl with a wet snap and pelt intruders with poisonous globules.

A creature can spot the pods with +8 Stealth (trained). Disabling them takes three total successes: 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.

In play

Unfurl [Reaction]

Routine (3 actions) The spitter pods alternate between making Strikes and Reloading. The pods lose 1 action for each successful check to disable the trap. Each globule strikes at +11 (poison, range increment 30 feet, reload 1) for 1d12+2 poison.

Level 2 · Complexity Complex

Stealth +8 (trained)

Disable

  • Crafting DC 18 — to add disruptive chemicals to the fungus's reservoir
  • Nature DC 18 (trained) — to recognize how to constrict the chemicals' flow
  • Deception DC 20 (trained) — to spread spores that befuddle the fungus; three total successes are required to disable the trap.

AC 17

HP 30 · Hardness 5

Trigger A non-fungus creatures enters area E4

Effect The spitter pod rolls initiative.