Ascomoid (CR 4)
Alignment: Always Neutral
Initiative: +2 (Dex); Senses: Tremorsense 60 ft., Listen +0, and Spot +0
AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Hit Dice: 6d8+12 (45 hp)
Fort +8, Ref +4, Will +2
Speed: 50 ft. (see below)
Space: 10 ft./10 ft.
Base Attack +4; Grapple +8
Attack: Spore cloud (see below)
Full Attack: Spore cloud (see below)
Damage: 1 per 1 ft. cloud diameter
Special Attacks/Actions: Double damage from piercing attacks, -4 to resist bull rushes, DR 5/piercing, plant immunities, round body, immune to trip attacks, cannot be knocked prone
Abilities: Str 18, Dex 14, Con 16, Int -, Wis 11, Cha 11
Special Qualities: Spore cloud, crushing trample (2d6+6 Reflex DC 17 half), trip
Skills: Listen +0 and Spot +0
Advancement: 7-10 HD (Medium, 11-16 HD (Large)
Spore Jet (Ex) As a standard action, an ascomoid can release a burst of highly acidic spores. The ascomoid can aim this burst at any creature within 60 feet with a ranged touch attack. The spores deal 2d4 points of acid damage.
Crushing Trample (Ex): A creature that has the trample ability normally deals slam damage with this attack. The ascomoid lacks a slam, but its bulk and shape allow it to crush its victims for a number of points of damage equal to 2d6 + 1-1/2 times its Strength bonus (Reflex DC 17 half; the save DC is Strength-based).
Trip (Ex): An ascomoid that hits with its crushing trample can attempt to trip the opponent (+8 check modifier) as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the ascomoid. The check modifier includes a +4 racial bonus.
Round Body (Ex): Due to its round body, an ascomoid has immunity to trip attempts and can never be prone. However, ascomoids take a -4 penalty on checks made to bull rush them.>
The Ascomoid first appeared in the Monster Manual II (Gary Gygax, 1983).