Library / Bestiary

Basidirond

CR 5.00 Plant N Medium
This strange plant consists of four spidery stalks, long green tendrils, and an inverted bell-shaped cap filled with spores.

The strange fungal basidirond is a deadly plant monster that feeds on mineral-rich moisture, be it runoff from cave walls or fresh blood. By ensuring a constant flow of nutritious moisture, canny cave dwellers can use basidironds as guardians for their lairs, although they must take care to avoid the plant's hunting routes lest they become its latest victims.

STR
20
DEX
13
CON
16
INT
-
WIS
11
CHA
1
HP
52 (7d8+21)
AC
18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
Speed
20 ft.
Init
+1
Melee
slam +10 (1d8+7 plus spores)
BAB
+5
CMB
+10
CMD
21 (25 vs. trip)
Fort
+8
Ref
+3
Will
+2

Hallucination Cloud — As a standard action once per minute, a basidirond can release a cloud of invisible spores in a 20-foot radius. All creatures within the area must succeed on a DC 16 Fortitude save or be affected by powerful hallucinations as long as they remain in the cloud plus 1d4 rounds after leaving the area. A new save must be made each round a creature remains within the affected area. A hallucination cloud persists for 5 rounds before dispersing—a strong wind causes it to disperse immediately. The save DC is Constitution-based. To determine what hallucination is suffered each round, roll 1d6 and consult the following table.

Spores — Any creature struck by a basidirond's slam attack is coated with spores. The creature struck must make a DC 16 Fortitude save or these spores take root in his flesh, and particularly in his lungs. The save DC is Constitution based.

Details
Type
Plant
Alignment
N
Size
Medium
Environment
any non-cold underground
Organization
solitary, pair, or grove (3-8)
Treasure
incidental
Senses
low-light vision, tremorsense; Perception +0
Source
Bestiary
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.