The mushroom dodges (rolled 15 Ref save), but still takes 5 points of electrical damage. It has 13 HP remaining. Wakerider can breathe in round 258.
Round 256: The mushroom heals itself up to 25 HP.
Wakerider successfully grapples the mushroom (touch attack 16, rolled 18 vs 14 grapple check). Wakerider deals 1 point of nonlethal damage to the mushroom.
Round 257: The mushroom breaks free (rolled 18 vs. 16 grapple check). Wakerider avoids spores (rolled 22 Fort save).
Wakerider grabs the mushroom (rolled 25 vs. 15 grapple check), dealing 3 points of nonlethal damage.
Round 258: The mushroom cannot escape (rolled 13 vs. 15 grapple check). Wakerider succombs to spores (rolled 13 Fort save), taking 1 point of Dexterity damage. Wakerider's Dexterity is down to 6.
The mushroom cannot dodge the breath (rolled 11 Ref save), taking 12 points of electrical damage. It has 13 HP remaining, and has taken 4 points of nonlethal damage. Wakerider can breathe again next round.
Round 259: The mushroom cannot break free (9 vs. 11 grapple check). Wakerider breathes in more spores (rolled 9 Fort save), taking 1 point of Dex damage. Dex down to 5.
The mushroom dodges the breath, taking 2 points of damage. 11 HP, 4 nonlethal taken. Wakerider can breathe again in round 262.
Round 260: The mushroom does not break free (rolled 17 vs. 20 grapple check). Wakerider avoids spore damage (rolled 25 Fort save). What does Wakerider do now?