Size:
Type:
± Plant
Form:
Temper:
# App:
± 1-4, Lair 2-8
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 0
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 20'
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 bite (1d6)
Circumstance: Combat
1 bite (1d6)
Special
Stimulus
Deep spores react to specific stimuli (pick one or roll 1d8):
1-2. Noise, these deep spores will be drawn to any noise greater than the ambient environment
3-4. Light, these deep spores will be drawn to the brightest light source within 300'.
5-6. Heat, drawn to anything warmer than the natural surroundings. Body heat will be enough in many dungeons.
7. Movement, these deep spores will be drawn to anything moving 10' a round or quicker.
8. Magic, these deep spores will be draw to spell cast at a distance up to the spell level x 100', permanent magical items will only draw their attention if brought within 60'.
Special
Explosion
An attack on a deep spore that reduces it to 0 HP will cause it to explode, with an effect as per the table below (pick or roll 1d20):
1. Yammering, these deep spores talk confusing anyone they come within 20' of. If they explode anyone within that distance will be frightened if they fail a save and be compelled to run away for the next 2-5 rounds.
2. Sneezing Dust, a 20' diameter cloud of sneezing dust will fill the air, those exposed and fail a saving-throw vs poison will be overcome with sneezing, unable to move more than ½ speed and incapable of spell-casting, hiding, or moving silently due to constant sneezing for 2-20 minutes. The dust will linger for 1-10 minutes (a save is only required on initial exposure per explosion).
3. Itching Powder, a 20' diameter burst is coated in a dust that forces those present to save or be distracted by constant annoying itching (-4 to all actions while suffering for 2-20 minutes). The dust remains bothersome to the area if covers fort the next hour (but saves are +2 after the initial explosion)
4. Sleep Dust, a 20' diameter burst of spores fills the air causing anyone that breathes them in to save vs poison or fall asleep for 2-5 hours. Only the initial explosion is risky.
5-6. Paralytic Mist, a fine mist spray out filling a 20' area that will cause paralysis to those exposed and fail a saving throw for the next 1-4 hours.
7-8. Petrifying Dust, a chalky dust billows forth that will cause flesh exposed to turn to stone for the next 2-12 hours if a saving throw fails.
9-10. Thunderburst, a loud a sudden boom will cause those within 60' to be bowled over and deafened fo
Special
Infection
Anyone slain within the radius of a deep spore has a 33% chance of being infected, and if their remains aren't properly treated they will sprout 1-4 mature spores (of the same variety) in 2-7 days (the infection is noticeable within half that time as the deep spores grow).
Special
Illusion Immunity
Immune to all illusions except those of their specific stimulus, which they will save vs at -4.
Environments
underdark
Knobby leathery globes 2-5 feet in diameter with large eye spots that float in underground realms
Deep spores are knobby leathery globes 2-5 feet in diameter, sporting at least one large eye spot, that float about the dark deep underground realms and caves. They appear to hover as would a balloon but some are too heavy for this so sages speculate they possess the ability to levitate.
Different populations of deep spores react to different stimulus and when harmed of over stimulated will burst often hampering or harming those nearby. They are immune to all illusions except those of their specific stimulus, which they will save vs at -4. The stimulus selected below will attract all deep spores of the same population within range to detect it.
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Knobby leathery globes 2-5 feet in diameter with large eye spots that float in underground realms
Deep spores are knobby leathery globes 2-5 feet in diameter, sporting at least one large eye spot, that float about the dark deep underground realms and caves. They appear to hover as would a balloon but some are too heavy for this so sages speculate they possess the ability to levitate.
Different populations of deep spores react to different stimulus and when harmed of over stimulated will burst often hampering or harming those nearby. They are immune to all illusions except those of their specific stimulus, which they will save vs at -4. The stimulus selected below will attract all deep spores of the same population within range to detect it.
Basic Fantasy Field Guide Omnibus