Mold I

Three deadly fuzzy fungi of dungeon and cave: brown mold that steals body heat, russet mold that turns its victims into mold men, and yellow mold whose spores kill outright.

Setting: Core Rules · Sources: Monstrous Manual; MC2 Volume II

Overview

Molds are furry, spore-bearing fungi of rotting food and warm, damp places. Most are harmless; at least three are lethal.

Brown Mold

This light to golden brown cave growth feeds on heat, even body heat, so its surroundings feel chilly. Any warm-blooded creature that comes within 5 feet loses 4d8 points of damage to heat drain each round; a ring of warmth blocks this completely.

Fire only feeds it. A torch nearby doubles the patch, flaming oil quadruples it, and a fireball or similar spell makes it eight times larger. Cold light such as light or faerie fire does not nourish it. Magic barely touches it: disintegrate destroys it, plant-affecting spells work, and cold spells hurt it. Ice storm or wall of ice sends it dormant for 5d6 turns, while cone of cold, a wand of cold or a white dragon's breath kills it. Sunlight or ultraviolet light also kills it. It cannot harm cold-loving beings like ice toads, winter wolves or white dragons.

Russet Mold

Golden brown to rusty red, russet mold is lumpy like cold oatmeal, with short upright hairs that sway as if in a breeze. Beyond 30 feet it looks like rust, with a 70% chance of being mistaken for it. Weapons and nearly all spells are useless against it; only salt, acid and alcohol kill it, though cure disease or continual light also destroys it.

It constantly sheds a spore cloud 3 feet in radius. Anyone inside takes 5d4 damage per round and must save vs. poison or contract spore sickness, which paralyzes instantly and kills in 5d4 minutes unless cure disease is cast. The dead then sprout russet growths and, fully covered after 1d4+20 hours, rise as a mold man. Hold plant pauses the growth while it lasts, and cure disease kills it within one hour of death; after that, only a wish will do.

Yellow Mold

Pale yellow to golden orange, yellow mold has a 50% chance to burst out a cloud of spores 10 feet in radius whenever it is handled roughly. Those in the cloud must save vs. poison or die, and reviving them requires both cure disease and resurrection within 24 hours. Any fire destroys it; continual light makes it dormant for 2d6 turns.

Colonies larger than 300 square feet have a 1 in 6 chance of being sentient. These sense creatures up to 60 feet away and can launch spores across that distance. Twice a day they can cast suggestion on someone in that range; the target must save and also pass an Intelligence check or permanently lose 1 point of Intelligence, which the mold consumes.

Psionics: only sentient colonies have psionic powers, gaining the telepathic devotions mind wipe and id insinuation and the metapsionic devotion psionic sense (range 1d100+20 feet, no cost). They are also immune to psionic attack unless the attacker is helped by someone who can talk with plants.

More: Monsters starting with M · Core Rules monsters · All monsters A-Z

Statistics

BrownRussetYellow
Climate/TerrainSubterraneanSubterraneanSubterranean
FrequencyVery rareVery rareUncommon
OrganizationPatchPatchPatch
Activity CycleAnyAnyAny
DietHeatMoistureMental Energy
IntelligenceNon- (0)Non- (0)Not Ratable (0)
TreasureNilNilNil
AlignmentNeutralNeutralNeutral
No. Appearing1 patch1 patch1 patch
Armor Class999
Movement000
Hit DiceN/AN/AN/A
THAC0N/AN/AN/A
No. of Attacks001
Damage/AttackN/AN/AN/A
Special AttacksFreezingSporesPoison Spores
Special DefensesAbsorb HeatImmune to weapons, cold, fireAffected only by fire
Magic ResistanceNilNil20%
SizeS-LS-LS-L
MoraleN/AN/AN/A
XP Value153565

Psionics

LevelDis/Sci/DevAttack/DefenseScorePSPs
12/0/2II/Nil151d1×05 (special)

Telepathy - Sciences: nil; Devotions: mind wipe, id insinuation.

Metapsionics - Sciences: nil; Devotion: psionic sense.

Psionic sense: 1d100+20' range, no cost.
Only sentient yellow molds (1 in 6 chance) have psionic powers. Such creatures are also immune to psionic attacks unless the creature is being aided by one who can communicate with plants.

This mold is pale yellow to golden orange in color. If touched roughly, it may (50% chance) emit a cloud of spores in a 10-foot radius. Any creature caught in this cloud must roll a successful saving throw vs. poison or die. A cure disease spell and a resurrection spell within 24 hours are necessary to restore life.