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Hazards

Spitter Pods

Stealth +8 (trained)

commonComplexFungusTrap
Lvl 2complexComplexFungusTrap
AC
17
HP
30
Hardness
5
EffectA non-fungus creatures enters area E4
AC
17
HP
30

+8 (trained)

Disable

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; three total successes are required to disable the trap.

AC 17, Fort +10, Ref +5, Will +7

Hardness

5

HP

30

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.

Ranged [Single Action] globule +11 (poison, range increment 30 feet, reload 1), Damage 1d12+2 poison