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Deep Mold
Climate/Terrain: Subterranean
Frequency: Uncommon
Organization: Patch
Activity Cycle: Any
Diet: Carnivorous
Intelligence: Non- (0)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1 patch
Armor Class: 9
Movement: 0
Hit Dice: n/a
THAC0: n/a
No. of Attacks: 1
Damage/Attack: Special
Special Attacks: Spores, Strength loss
Special Defenses: See below
Magic Resistance: 20%
Size: S to L
Morale: n/a
XP Value: 35
These deadly molds are spore-producing fungi that grow in decaying organic materials. Like all molds, these have a fuzzy, harmless appearance. However, they can be deadly if disturbed, and they are hard to get rid of.
A typical patch of mold covers from 30 to 60 square feet. Patches can be found on walls, ceilings, and floors, and are eaten by a variety of underground dwellers. Molds wither in sunlight or dry conditions, and magics such as sunburst or sunray will kill a patch immediately.
Deep Mold
More plentiful than gray mold and death mold, deep mold appears in various shades of green and blue. Its pleasing appearance, coupled with its inviting fragrance, often lures subterranean animals in for the kill.
If anything touches the mold, whether a curious finger or a weapon, a spore cloud is released: 20 feet wide, 20 feet high, and 30 feet deep, centered on the point of contact. Those caught within the cloud must make a successful saving throw vs. paralyzation or suffer 1d10 points of damage and lose 1 point of Strength for 1d10 rounds; those who are successful suffer only half damage and don’t lose Strength. Each patch of deep mold can release three spore clouds a day.
Deep mold is immune to all weapon attacks and has a natural magic resistance. Magical spells that overcome the mold’s resistance have several effects. Cold-based spells stun the mold for 3d6 rounds; during this time, no spores can be released. Heat-based spells stun the mold for 4d4 rounds. Acid (such as Melf’s acid arrow) kills the mold at the rate of 10 square feet per vial (2d4 damage). A cure disease spell kills an entire patch without triggering the spores.
A creature infected by deep mold spores (an unsuccessful saving throw) takes an additional 1d10 points of damage per day until dead. A cure disease spell can excise the spore infection. Otherwise, a day of complete bed rest combined with continuous exposure to bright sunlight prevents spore damage for that day and allows natural healing to occur.
Originally appeared in Ruins of Undermountain II: The Deep Levels (1994). This is the Monstrous Compendium Annual Volume Two version.