Library / Bestiary

Mindslaver Mold

CR 3.00 Plant NE Small
A thick sheet of filthy green fungus grows in twisting patterns across the shoulders and back of this feral-looking man.

Mindslaver mold is an infestation from the primal world of fey that is particularly common in remote forests, islands, and mountain valleys where it is sometimes worshiped as a strange god by isolated, primitive tribes. The mold is joined together by a single consciousness, though individual patches retain their own goals. It seeks humanoid hosts, parasitizing them and forcing them to serve as its bodyguards and protectors.

STR
2
DEX
17
CON
17
INT
14
WIS
12
CHA
13
HP
30 (4d8+12); fast healing 2
AC
15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size)
Speed
5 ft., climb 5 ft.
Init
+7
Ranged
spore pod +7 touch (spores)
BAB
+3
CMB
–2
CMD
12 (can't be tripped)
Fort
+7
Ref
+4
Will
+2
SR
14
Defensive Abilities
avoidance

Infestation — A mindslaver mold can climb onto and attach itself to a willing or helpless host as a standard action. As long as the mold infests its host, the mold shares the same 5-foot square with its host's space; this does not negatively impact the host or the mold. As long as a mindslaver mold infests a host, the host takes a -4 penalty on Will saves against the mindslaver mold's dominate person spell-like ability, and the duration of that spell-like ability on the host becomes permanent as long as the mold remains attached. Each day, an attached mindslaver mold deals 1d4 points of damage to its host as it feeds on the host's blood and other bodily fluids. A mindslaver mold can be torn free of a host with a successful DC 15 Strength check as a standard action—doing so deals 2d6 points of damage to the host as the mold's tendrils tear free. A dead mindslaver mold deals no damage in this way.

Spores — Whenever a mindslaver mold hits a creature with its spore pod, or whenever a creature touches a mindslaver mold (including when a creature hits the mold with a touch attack, unarmed strike, or natural attack), the creature must succeed at a DC 15 Fortitude save or take 1d4 points of Wisdom damage as the mold's spores swiftly drain away the victim's willpower and sense of self. The save DC is Constitution-based.

Climb +8, Escape Artist +7, Perception +8, Stealth +14

spell-like abilities:
(CL 8th; concentration +9)1/day-dominate person (DC 16)
Details
Type
Plant
Alignment
NE
Size
Small
Environment
any
Organization
solitary or infestation (2–10)
Treasure
incidental
Senses
low-light vision; Perception +8
Languages
Aklo, Common, Sylvan (can't speak any language); mold mindlink
Source
Bestiary 4
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.