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Mu SporeCreature 21


CNGargantuanFungus
Source Pathfinder Bestiary
Perception +36 (low-light vision, windsense 240 feet)
Languages Aklo, Common, Terran, Undercommon
Skills Acrobatics +26, Athletics +41, Nature +38, Occultism +36
Str +10, Dex +3, Con +9, Int +4, Wis +9, Cha +9

AC 45; Fort +38; Reflex +32; Will +38;
HP 350 (regeneration 50 (deactivated by sonic)
Speed 40 feet (fly 50 feet)
Resistances Acid 20, All 10

Jaws One Action +40 (+35, +30) to hit (deadly 3d12, reach 30) 4d12+18 Piercing
Tentacle One Action +40 (+36, +32) to hit (agile, reach 100) 4d10+18 Bludgeoning

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Windsense 240 feet

The mu spore senses vibrations in the air through its aerial spores.

Regeneration 50 (Deactivated by Sonic)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Enormous

A mu spore is a massive creature and takes up a space of 10 squares by 10 squares (50 feet by 50 feet).

Grasping Tendrils Free Action

Trigger A creature within 10 feet of the mu spore moves or attacks the mu spore.


Effect The spore uses Grab on the triggering creature. There is no limit to how many creatures it can grab with the sticky tendrils that cover its body.

Spores (aura)

60 feet Aura


A living creature that enters the area or ends its turn within it is corrupted by spores. It must succeed at a DC 42 fortitude save or be Clumsy 1, Enfeebled 1, and Slowed 1 for 1 round. Fungi and plants are immune.

Cough Spores Two Actions

The mu spore releases a cloud of burrowing spores in a 400-foot cone. The spores deal 22d6 piercing damage to all creatures, objects, and wooden structures in the area, but not to plants or fungi (DC 46 basic reflex save).

The mu spore can't use this ability again for 1d4 rounds.

Enormous Inhalation Two Actions

The mu spore pulls all creatures and objects in a 400-foot cone 400 feet towards it's mouth. A successful DC 43 fortitude save halves the distance, or avoids the pull on a critical success. The mu spore automatically attempts to Swallow Whole each creature adjacent to it at the end of the inhalation.

Fast Swallow Reaction

Trigger The mu spore Grabs a creature with its jaws.


Effect The spore uses Swallow Whole.

Greater Constrict One Action

15 bludgeoning damage, DC 45 basic fortitude save


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.

Overpowering Jaws

The mu spore still deals 18 piercing damage if its jaws Strike is a failure

Swallow Whole One Action (attack)

Gargantuan, 20d6+9 acid damage, Rupture 37.


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Flat-Footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


A mu spore is a thankfully rare fungoid monstrosity of vast power and strange intellect. Even the smallest mu spores are never less than a hundred feet long from tentacle tip to tentacle tip, yet despite this vast bulk, they are capable of flying with an uncommon grace, venting jets of foul-smelling spores to guide their flight.

Many societies tell tales of vast mu spores appearing over cities at the dawn of apocalyptic events, but they're more than just ravenous eaters of nations. Mu spores often possess rare or esoteric knowledge, and if peaceful contact can be made, this lore can be quite valuable. Their spores can also be used to craft certain foul drugs or deadly alchemical poisons, but harvesting these ingredients is dangerous, as the spores are not viable for long once they've been shed, forcing alchemists seeking to harvest them to operate in perilously close proximity to the abominations.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.