Moldwretch
System: Pathfinder | SRD
Moldwretch
CR 7
XP 3200
Init +10
;
Senses darkvision 60 ft., low-light vision, tremorsense 30 ft.; Perception +18
Defense
AC 20, touch 17, flat-footed 14 (+6 Dex, +3 natural, +1 size)
hp 85 (10d8+40); fast healing 5
Fort +11,
Ref +9,
Will +8
Immune plant traits
Offense
Speed 40 ft., burrow 20 ft., climb 20 ft.
Melee 2 slams +13 (1d8+5), tentacle +12 (1d8+2 plus spores)
Ranged spores +14 touch (spores)
Space 5 ft.,
;
Reach 5 ft. (10 ft. with tentacle)
CMB +11
CMD 27
Statistics
Str 20,,
Dex 22,,
Con 19,,
Int 14,,
Wis 21,,
Cha 15
Base Atk +7
Feats Improved Initiative , Multiattack , Power Attack , Skill Focus (Stealth) , Weapon Focus (tentacle)
Skills Climb +23, Knowledge (dungeoneering) +12, Perception +18, Stealth +29
Languages Undercommon
SQ mold symbiosis
Special Abilities
Mold Symbiosis (Ex) A moldwretch forms bonds with mold hazards by spending time within their areas of effect. A moldwretch can bond with only one mold at a time, and the symbiotic bond forms only after the moldwretch spends 8 hours in contact with the hazard. A moldwretch is immune to fungal hazards. Three example mold symbiosis effects are detailed below. Brown Mold: The moldwretch is immune to fire, and fire-based attacks restore a number of hit points to it equal to half the damage the attacks would normally deal. Its spores deal 2d6 points of cold damage. Russet Mold: The moldwretch’s spores expose targets to the effects of russet mold ( Pathfinder RPG Bestiary 273). Yellow Mold: The moldwretch’s spores expose targets to the effects of yellow mold ( Pathfinder RPG Core Rulebook 416).
Spores (Ex) A moldwretch’s tentacle and spore launch attacks expose their targets to the creature’s spores, which have an effect linked to the moldwretch’s mold symbiosis. A successful DC 19 Fortitude save negates the additional effect of a moldwretch’s spores. The save DC is Constitution-based.