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<blockquote data-quote="Cleon" data-source="post: 5581603" data-attributes="member: 57383"><p>How's this:</p><p></p><p><strong>Deep Mold (CR 3)</strong></p><p>Deep mold is a carnivorous subterranean fungus. It grows in patches of green and blue fuzz which emit a sweet smell. Its inviting appearance and fragrance are used to lure subterranean animals. A DC 15 Knowledge (dungeoneering) check will identify a deep mold as being dangerous. If disturbed, a patch of deep mold releases a 10 foot radius burst of disease-bearing spores. All within 10 feet of the mold must make a DC 15 Fortitude save or be exposed to the disease below.</p><p></p><p>A patch of deep mold has 5 hit points, spell resistance 13 and vulnerability to acid effects. The mold goes dormant for 3d6 minutes if a fire or cold attack penetrates its spell resistance.</p><p></p><p><em>Deep </em><em>Mold Spores (Ex): </em>disease - inhalation, Fort DC 15, incubation period 1 minute; damage 1d3 Strength.</p><p></p><p>If the deep mold spores reduce victim's Strength to 0 the victim will die. Unlike normal diseases, deep mold spores continue until the victim reaches Constitution 0 (and dies) or is cured by a <em>remove disease </em>spell (or similar magical effect), a DC 15 Heal check, or exposure to sunlight. Sunlight puts deep mold spores in stasis. A creature will not suffer damage from a deep mold spore infection on days they spend at least 8 hours in sunlight, and will recover from the disease if they succeed at two DC 15 Fortitude saving throws on two successive days in the sunlight. A patch of deep mold will grow from the corpse of a creature killed by deep mold spores.</p><p></p><p>(Hmm, that looks pretty good to me)</p></blockquote><p></p>
[QUOTE="Cleon, post: 5581603, member: 57383"] How's this: [B]Deep Mold (CR 3)[/B] Deep mold is a carnivorous subterranean fungus. It grows in patches of green and blue fuzz which emit a sweet smell. Its inviting appearance and fragrance are used to lure subterranean animals. A DC 15 Knowledge (dungeoneering) check will identify a deep mold as being dangerous. If disturbed, a patch of deep mold releases a 10 foot radius burst of disease-bearing spores. All within 10 feet of the mold must make a DC 15 Fortitude save or be exposed to the disease below. A patch of deep mold has 5 hit points, spell resistance 13 and vulnerability to acid effects. The mold goes dormant for 3d6 minutes if a fire or cold attack penetrates its spell resistance. [I]Deep [/I][I]Mold Spores (Ex): [/I]disease - inhalation, Fort DC 15, incubation period 1 minute; damage 1d3 Strength. If the deep mold spores reduce victim's Strength to 0 the victim will die. Unlike normal diseases, deep mold spores continue until the victim reaches Constitution 0 (and dies) or is cured by a [I]remove disease [/I]spell (or similar magical effect), a DC 15 Heal check, or exposure to sunlight. Sunlight puts deep mold spores in stasis. A creature will not suffer damage from a deep mold spore infection on days they spend at least 8 hours in sunlight, and will recover from the disease if they succeed at two DC 15 Fortitude saving throws on two successive days in the sunlight. A patch of deep mold will grow from the corpse of a creature killed by deep mold spores. (Hmm, that looks pretty good to me) [/QUOTE]
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