Russet mold (CR 6)

Fine Plant
Alignment: Always neutral
Initiative: -


AC: -
Hit Dice: -
Fort -, Ref -, Will -
Speed: -
Space: 5 ft./5 ft.
Base Attack -; Grapple -
Damage: -
Special Attacks/Actions: Spores
Abilities: Str -, Dex -, Con -, Int -, Wis -, Cha -
Special Qualities: Create vegepygmy
Feats: -
Skills: -
Advancement: -
Climate/Terrain: Any land and underground
Organization: Plant
Treasure: None

Source: Converted

Found in damp, dark areas, this mold resembles rust at distances of greater than 30 feet. It is immune to all attacks involving fire, weapons, and cold, but is vulnerable to applications of alcohol, acid, and other things harmful to plants (such as salt). Russet mold can be killed instantly if cure disease or continual light is cast on it.

Living creatures that disturb it or come within 5 feet of it cause the russet mold to release a cloud of spores in a 5-foot radius cloud. All those in the area must succeed at a Fortitude save (DC 15) or take 2d6 points of temporary Constitution damage. Another Fortitude save (DC 15) is required 1 minute later -- even by those who succeeded at the first save -- to avoid taking 3d6 points of temporary Constitution damage.

A creature killed by russet mold will rise as a vegepygmy (q.v.) 1d4+20 hours later, unless a hold plant spell is cast within 1 hour. Hold plant does not actually prevent the creature from becoming a vegepygmy, but it does delay the process for the duration of the spell. After that, only a wish or miracle can prevent the creature rising.

Russet mold is lumpy and has a texture similar to cold porridge. Small hair-like growths stand upright and constantly waver back and forth.

Russet Mold first appeared in S3 Expedition to the Barrier Peaks (Gary Gygax, 1980).