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Yellow Mould

No. Appearing: 2d4
Armour Class: 10 (automatic hit in melee)
Hit Dice: 3
Attacks: Projectile Spore (see below)
Nat 19: the spore is extra strong, bursting in a 10 ft radius.
Attributes: S:6 D:- C:16 I:2 P:14 W:- Ch:-
Luck: 6
Move: Immobile

Yellow mould is a semi-sentient fungus; it is immobile but attacks by way of projectile spores up to 60 ft that burst in a 10 ft diameter. Failing a Luck (Con) save results in the adventurer dying a horrible choking death in 1d6 rounds. Protecting the nose and mouth with a mask grants advantage on the check. The dead become incubators for the spores, sprouting another mould in 1d4 days. An apothecary may be able to delay the spore poison for 3d6 hours (or negate it with a great success).

Yellow mould is particularly susceptible to fire which causes double damage. When pickings are slim, yellow mould falls into a stasis like dormancy.