This strange plant consists of four spidery stalks, long green tendrils, and an inverted bell-shaped cap filled with spores.
Basidirond CR 5
XP 1,600
N Medium plant
Init +1; Senses low-light vision, tremorsense; Perception +0
AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
hp 52 (7d8+21)
Fort +8, Ref +3, Will +2
Immune cold, plant traits
Weaknesses cold lethargy
Speed 20 ft.
Melee slam +10 (1d8+7 plus spores)
Special Attacks hallucination cloud, spores
Str 20, Dex 13, Con 16, Int â, Wis 11, Cha 1
Base Atk +5; CMB +10; CMD 21 (25 vs. trip)
As a standard action once per minute, a basidirond can release a cloud of invisible spores in a 20-foot radius. All creatures within the area must succeed on a DC 16 Fortitude save or be affected by powerful hallucinations as long as they remain in the cloud plus 1d4 rounds after leaving the area. A new save must be made each round a creature remains within the affected area. A hallucination cloud persists for 5 rounds before dispersingâa strong wind causes it to disperse immediately. The save DC is Constitution-based. To determine what hallucination is suffered each round, roll 1d6 and consult the following table.
d6 Hallucination
Any creature struck by a basidirond’s slam attack is coated with spores. The creature struck must make a DC 16 Fortitude save or these spores take root in his flesh, and particularly in his lungs. The save DC is Constititon-based.
Basidirond Spores: Diseaseâinhaled; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
Although a basidirond is immune to cold damage, any cold effect it is exposed to slows it for 1d4 rounds. During this time, the basidirond cannot use its hallucination cloud or spores.
Environment any non-cold underground
Organization solitary, pair, or grove (3â8)
Treasure incidental