Thanks. I don't think we're using that book, and in any case the PC in question would be unfamiliar with that creature.
Here's the problem I'm trying to address: The DM has a field of some purple fungus growing in a barrier a bit over 2,000 feet deep, and stretching as far as the eye can see in either direction. It's a "genetically engineered" fungus that can infect anyone who gets near (DC 22 Fort save to resist), and seems to emit an anti-magic effect that runs straight up for at least 200 feet. Whenever we try a Knowledge check to figure out anything, we're using the wrong skill, and fail. It's always "something else".
Perhaps we need a "Knowledge - Knowledge skills" skill to know which check we should be using?
In any case, there is no Teleport in our game world, and we need to get past it. Walking through would be a TPK. DC 22 Fort saves every round, with no magical aid or protections. We can't tell if the infection counts as a disease, a curse, or a poison. It's always "It's something else", and thus we are unable to treat it.
So my idea was to pass under it, using the bulk of the earth to block line-of-effect on the anti-magic, and to let us avoid the spores.
If we can't turn into burrowing creatures that could leave a tunnel, plan B would be to either summon such a creature, or use the Lyre of Building to excavate a tunnel. (The giggle to that is that I don't think any of us have any "Knowledge - Architecture and Engineering" skill, so this will be ugly.)
Our "cure" for the spores, the only one that worked so far, was to kill the infected person, then cast
Revivify the next round to bring them back. Even
Heal failed. Why? Because
Heal cures injury, disease, poison, ability drain, and pretty much every condition in the book. But since this is "something else"...
Sorry, I needed to vent.