Ascomoid

What appears to be an enormous puffball begins to move on its own, rolling along at a frantic pace. Constant streams of spores leak from countless openings in the fungal flesh, leaving a haze in the air.

CR: 5 XP: 1,600


N Large plant


Init: +1 Senses: tremorsense 60 ft. Perception: +0


Defense

AC: 17, touch 10, flat-footed 16, (+1 Dex, +7 natural, –1 size)


hp: 52 (7d8+21)


Fort: +8 Ref: +3 Will: +2


DR: 10/piercing


Resist: electricity 10, fire 10


Immune: plant traits


Offense

Speed: 40 ft.


Melee: slam +8 (2d8+6)


Space: 10 ft. Reach: 5 ft.


Special Attacks: spores, trample (2d8+6, DC 17)


Statistics

Str: 18 Dex: 13 Con: 17 Int: — Wis: 11 Cha: 1


Base Atk: +5 CMB: +10 (+12 overrrun) CMD: 21 (cannot be tripped)


Feats: Improved Overrun


Ecology

Environment: underground


Organization: solitary or cluster (2–8)


Treasure: Value none


Description

Spores (Ex) Once per round, as a free action, an ascomoid can release a jet of deadly spores in a 30-foot line. Upon impacting a solid surface, such as a wall or creature, the jet billows out into a cloud of spores that fills a 10-foot-radius area. This cloud lasts for 1 round before dispersing. Any creature in the cloud inhales ascomoid poison (save Fort DC 16, frequency 1 round [7], effect 1 Con damage, cure 1 save). Even if the save succeeds, creatures inside the cloud are nauseated as long as they remain in the cloud. Ascomoids are immune to ascomoid spores. The save DC is Constitution-based.

Oversized fungi, ascomoids are frequently mistaken for giant puffballs until they begin to move, rolling toward any living prey that they sense. Once they have crushed the life out of a creature, they quickly move on, leaving their spores behind to grow new ascomoids, using the dead flesh as a fertilizer. Ascomoids can grow to be up to 10 feet wide, but they rarely weigh more than 400 pounds.

Ascomoids prefer dark, moist environments. While they do not require light to grow, they need a relatively constant source of water to roll through and absorb. They do not keep traditional lairs, but often wander the same areas over and over, littering these routes with the bones of past victims.

Although typically solitary creatures, ascomoids dwelling in areas of ample moisture with generous sources of food— or frequent unwitting passersby—sometimes form deadly clusters. Such colonies of these giant fungi often lurk in large caverns among other pallid vegetation. Given their ability to detect vibrations, the slightest quake or potential footfall sets them rolling, turning their cavernous lair into a churning meat grinder. Bounding about violently, groups of ascomoids sometimes take hours to settle back down, unable to distinguish between the movements of prey and the tumbling of their own kind. In some cases, ascomoids have been known to lair at the top of steep rises, crushing climbers as they roll in terrible fungal avalanches. Those crushed by an ascomoid or who fall victim to its spores face a revolting end, their bodies becoming hosts to quick-growing colonies of rampant fungi. Immature ascomoid mold sprouts quickly, typically appearing within 24 hours. After 48 hours, such victims become so overgrown with this furry brown-green mold that they can no longer be restored to life by raise dead, their bodies too vitally pervaded and thoroughly consumed by the swiftly spreading mold. Within a month, a new ascomoid forms.

Ascomoid

Source: Bonus Bestiary