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 1d6 points of CON
from its victim, per round. The drain lasts for 1 hour. 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 (DC 15 spot to recognize it is not rust). 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. fortitude (DC 15) or become infected with spore sickness.
Victims of spore sickness are paralyzed within 1-3 minutes and die
within 10 minutes unless a cure disease spell is cast on
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
or vegepygmy. 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
Yellow Mold: 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. fortidute (DC 20)
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 a willpoer save (DC 13), the victim must successfully
roll an Intelligence check or lose 1 point of Intelligence permanently
(it is devoured by the mold).