Advanced Dungeons & Dragons 2nd Edition

Mold I

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Mold I
 BrownRussetYellow
Climate/Terrain:SubterraneanSubterraneanSubterranean
Frequency:Very rareVery rareUncommon
Organization:PatchPatchPatch
Activity Cycle:AnyAnyAny
Diet:HeatMoistureMental Energy
Intelligence:Non- (0)Non- (0)Not Ratable (0)
Treasure:NilNilNil
Alignment:NeutralNeutralNeutral
No. Appearing:1 patch1 patch1 patch
Armor Class:999
Movement:000
Hit Dice:N/AN/AN/A
THAC0:N/AN/AN/A
No. of Attacks:001
Damage/Attack:N/AN/AN/A
Special Attacks:FreezingSporesPoison Spores
Special Defenses:Absorb HeatImmune to weapons, cold, fireAffected only by fire
Magic Resistance:NilNil20%
Size:S-LS-LS-L
Morale:N/AN/AN/A
XP Value:153565

Molds are a variety of spore-producing fungi that form in decaying food or in warm, moist places. These fungi usually have a woolly or furry texture. While most molds are harmless, there are (at least) three varieties of monstrous molds that pose a deadly threat to adventurers: brown, russet, and yellow mold.

Brown Mold

Brown mold is found in damp subterranean areas, such as caverns and caves. It is light to golden brown in color. Brown mold feeds by absorbing heat, even body heat; where brown mold grows, the temperature is below average. Direct sunlight or ultraviolet light kills it.

If a warm-blooded creature comes within 5 feet of a brown mold, the mold drains heat equal to 4d8 points of damage from its victim, per round. A ring of warmth provides complete protection against this attack. Brown mold grows instantly from heat. If a torch is used in its vicinity, it doubles in size; if flaming oil is used, it quadruples, and fireball-type spells cause it to grow eight-fold.

Brown mold is not fed by cold light sources (e.g., light, faerie fire). The only magic that affects it are disintegrate (which destroys it), plant-affecting magic, and cold spells. Ice storms or walls of ice cause it to go dormant for 5d6 turns. A cold wand, white dragon breath, or a cone of cold kills it. Brown mold does not affect cold-using creatures such as white dragons, winter wolves, ice toads, etc.

Russet Mold

Russet mold is golden-brown to rust red in color. It has a lumpy texture similar to cold porridge; it is covered by short, hair-like growths that stand upright and wave as if they were in a cold breeze. It resembles rust at distances beyond 30 feet (70% chance of error). It is immune to weapons and most spells; it is affected only by alcohol, acid, and salt, which kill it; a cure disease or a continual light spell also destroys it.

Russet mold continuously emits a cloud of spores in a three-foot radius. All creatures in this cloud suffer 5d4 points of damage (per round in the cloud) and must roll a successful saving throw vs. poison or become infected with spore sickness. Victims of spore sickness are instantly paralyzed and die in 5d4 minutes unless a cure disease spell is cast on them.

Anyone who dies from spore sickness undergoes a transformation and begins to sprout russet mold growths; when completely covered in mold (1d4+20 hours), he becomes a mold man. A hold plant spell will halt the growth of the mold for the duration of the spell, while a cure disease spell destroys it within an hour after death; after that, a wish is necessary to destroy it.

Yellow Mold

Psionics Summary

LevelDis/Sci/DevAttack/DefenseScorePSPs
12/0/2II/Nil151d105 (special)

Telepathy Sciences: nil; Devotions: mind wipe, id insinuation.

Metapsionics Sciences: nil; Devotion: psionic sense.

Psionic sense: 1d100+20 range, no cost.
Only sentient yellow molds (1 in 6 chance) have psionic powers. Such creatures are also immune to psionic attacks unless the creature is being aided by one who can communicate with plants.


This mold is pale yellow to golden orange in color. If touched roughly, it may (50% chance) emit a cloud of spores in a 10-foot radius. Any creature caught in this cloud must roll a successful saving throw vs. poison or die. A cure disease spell and a resurrection spell within 24 hours are necessary to restore life.

Fire of any sort destroys yellow mold. A continual light spell renders it dormant for 2d6 turns.

Yellow mold colonies of over 300 square feet are sometimes sentient (1 in 6 chance). These molds sense creatures within 60 feet, and may project their spores that distance. Twice per day, they may use a suggestion on someone within that radius; in addition to the saving throw, the victim must successfully roll an Intelligence check or lose 1 point of Intelligence permanently (it is devoured by the mold).


Last Modified: March 22, 2014, 12:39:52 GMT

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