Animal Specification

Yellow Mould

Organism, Mould

Typical Animal Level ("AL"): up to d12 naturally, but larger (higher-level) colonies may be cultivated by certain Cultists

Typical Number Encountered: d6

Alignment: N/N

Description: a dense, hairy yellow fungus, of size 1ft2 per HP

Habitat: Dungeons, Underground, Green Areas, Wilderness Areas, especially wooded areas

Language: none, but large colonies can develop a dim sentience

Chars: none, substitute AL where required

Movement:

Static

Fighter Abilities:

0 AMR    D = 0    RD = 0    5AL HP

Attack Modes: none

For every second that any Being or item is in contact with the Mould, it does d6 Acid Damage to organic materials, with no st.  It does no damage to metal armour / shields, so cannot penetrate their ADS.

HitLoc Table:

01 to (4 * total remaining HP)

ADS: 0 all over

Cutting or blunt damage has no effect, but may trigger Spore Cloud.

Effects of Specific Damage:

All Damage which affects it is taken as General Damage and may trigger Spore Cloud.  For each 5HP taken, Mould takes AL -1.

Thievish Abilities:

none

Other Abilities / Powers / Notes:

  1. For each 1HP of cutting, blunt or general Damage done to the Mould there is a 10% chance it will release a Spore Cloud of Poison Level = AL (max 12) in a radius of 5 * AL ft with BTS = (50 + 5AL)% (Co).  This chance is triggered by each Damage attack or effect suffered (an attack doing multiple damage types still counts as one).  The Cloud lingers for d6 sec, but may be dispersed by wind.  Make a st for each sec of exposure (holding breath is simulated by the st, and may not be specified to avoid the st - but Beings which do not breathe are unaffected).
  2. If encountered during the Spring, there is a 5% chance (or 10% chance on 13 Varech, the Mid-Spring Caeriad) that it will release a Spore Cloud anyway.
  3. Corrodes wood, flesh and leather, not metal or glass.
  4. Fire & Acid vulnerable
  5. Cold, Lightning, Poison and Paralysis resistant
  6. Can be affected by relevant Enchanter Spells (e.g. Death, but not Paralysis or Hold, Spells), but not Charmer or Illusionist Spells.

Back to Organisms index

Back to Encounters index