CREATURE 4
Perception +10; darkvision, scent (imprecise) 30 feet
Languages Undercommon; telepathy 100 feet (myceloids and those afflicted by purple
Skills Stealth +11, Survival +10
Str +4 Dex +3 Con +4 Int -1 Wis +2 Cha +0
AC 20; Fort +14, Ref +9, Will +10
HP 70; Weaknesses slashing 5
Spore Pop If a myceloid is reduced to 0 HP by a critical hit, it pops, forcing it to immediately Emit Spores, even if it has already used the ability that day.
Speed 20 feet
Melee fist +14, Damage 2d6+4 bludgeoning plus purple pox
Emit Spores Frequency once per day; Effect The myceloid expels spores in a 10-foot burst centered on a corner of its own space. This cloud lasts until the start of the myceloid's next turn. Each creature that is in the cloud or enters it is exposed to purple pox.
Purple Pox (disease) Myceloids are immune Saving Throw DC 20 Fortitude; Onset 1 minute; Stage 1 2d6 poison damage and stupefied 1 (1 day); Stage 2 6d6 poison damage, stupefied 3, and the creature is compelled to seek out the nearest myceloid colony—this compulsion is a mental emotion effect (1 day); Stage 3 The creature dies.
Spore Domination (emotion, enchantment, incapacitation, mental, primal) The myceloid targets one creature affected by purple pox within 60 feet. That creature must attempt a DC 22 Will save. It is then temporarily immune to spore domination for 10 minutes. Critical Success The target is unaffected.Success Until the end of its next turn, the target is helpful to myceloids and can't take hostile actions against them.Failure As success, but for 1 minute.Critical Failure As success, but until the purple pox is cured.
Bestiary 3, page 181.
Open Myceloid in the interactive creatures list or browse all creatures starting with M.