Gas Spore (CR 3)
Alignment: Always neutral
Initiative: -3 (Dex); Senses: all-around vision, low-light vision, and Spot +4
AC: 6 (-1 size, -3 Dex), touch 6, flat-footed 6
Hit Dice: 10d8-30 (15 hp)
Fort +4, Ref +0, Will +3
Speed: 5 ft., fly 20 ft. (poor)
Space: 10 ft./5 ft.
Base Attack +7; Grapple +14
Attack: Slam +9 melee
Full Attack: Slam +9 melee
Damage: Slam 1d6+4 and spores
Special Attacks/Actions: Death throes, infestation
Abilities: Str 16, Dex 4, Con 4, Int -, Wis 10, Cha 1
Special Qualities: beholder camouflage, flight
Skills: Disguise -5 (+15 imitating beholders), Search +4, and Spot +4
Climate/Terrain: Cold hills
Organization: Solitary, pair, or cluster (3-6)
Treasure/Possessions: Spores; see text
Lords of Madness
Gas spores are mindless, but far from harmless. When they sense a nearby creature, they immediately approach and attempt to infest the creature with spores. A gas spore attacks by slamming into a creature with its body. Upon contacting a target, thousands of tiny filaments lash at the creature's flesh and infest it with spores. As mindless creatures, gas spores pursue their selected target relentlessly until slain or until the target escapes beyond their range of sight. Even then, a gas spore continues to drift lazily in the direction it last saw its target.
Death Throes (Ex): A gas spore reduced to 0 or fewer hit points immediately explodes in a powerful burst of spores and foul-smelling gas. This blast affects all creatures in a 10-foot radius, dealing them 6d6 points of sonic damage and exposing them to the spores (see Infestation, below). A DC 10 Reflex save halves the damage. The save DC is Constitution-based. The spores are dispersed in this explosion and cannot be harvested thereafter.
Infestation (Ex): Any living non-plant creature that is damaged by a gas spore's slam attack or its death throes must immediately succeed on a DC 12 Fortitude save or become infested with spores. An infested creature takes 1d4 points of Constitution damage upon becoming infested and an additional 1d4 points of Constitution damage every hour that follows as the spores rapidly grow and consume flesh. The save DC is Constitution-based.
These spores are similar to poison, and anything that delays, neutralizes, or prevents poisoning has a similar effect on the spores. Creatures immune to extra damage from critical hits or immune to poison are immune to a gas spore's infestation.
When the victim's Constitution is reduced to 0, it dies. Its body immediately dissolves into a formless mush that transforms into 1d4 Small gas spores over the course of 1 minute. Each Small gas spore has 1 Hit Die. These gas spores grow rapidly, gaining 1 Hit Die per minute until they reach their maximum size (10 Hit Dice). Beholders, beholderkin, and creatures with beholder grafts are immune to gas spore infestation, and gas spores know intrinsically to ignore such creatures.
All-Around Vision (Ex): A gas spore can see in all directions at once. Because of this, it gains a +4 racial bonus on Search and Spot checks, and it cannot be flanked.
Beholder Camouflage (Ex): A gas spore's appearance is so clever that it gains a +20 racial bonus on Disgriise checks to appear as a beholder.
Flight (Ex): A gas spore's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.