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Death Cap

A black mushroom with a fanged mouth and a varying number of eyes. Death caps smell of death and decay and are a living nightmare when it comes to status affects.

Death Cap (CR 9)

XP 6,400
N Medium Plant
Init +9; Senses Darkvision 60 ft., Low-light vision; Perception +3
Aura Stench (DC 21, while within 30 ft. plus 1 round)

DEFENSE

AC 22, touch 15, flat-footed 17 (+5 dex, +7 natural)
HP 124 (13d8+78)
Fort +13, Reflex +11, Will +7
Immune plant traits; Resist Earth 10, Ice 10, Dark 10
Weakness Fire

OFFENSE

Speed 20 ft.
Melee Bite +14 (1d10+3 plus poison), 2 Slams +12 (1d6+3 plus poison)
Special Attacks Bad Breath, Dream Pollen, Poison Gas

STATISTICS

Str 16, Dex 20, Con 20, Int 7, Wis 16, Cha 20
Base Atk +9; CMB +12; CMD 27
Feats Blind-Fight, Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Toughness, Weapon Finesse
Skills Stealth +22 (+24 in swamps and underground), Survival +14 (+18 in swamps and underground); Racial Modifiers +4 Stealth and Survival in swamps and underground

SPECIAL ABILITIES

Poison (Ex)

Slam and Bite – injury; save Fort DC 21; frequency 1/round for 6 rounds; effect poisoned and fatigue; cure no saves

Bad Breath (Su)

3/day, a death cap can emit a 30-ft.-cone of foul gas. All creatures caught within the cone are affected by the following status effects for 1d4 rounds each: Berserk (Will save DC 17 to negate), Blind (Fortitude save DC 17 to negate), Confuse (Will save DC 17 to negate), Silence (Fortitude save DC 17 to negate), Poison (Fortitude save DC 17 to resist), Slow (Fortitude save DC 17 to negate). The death cap must wait 1d4 rounds to use this ability again. Blue mages may learn this ability as a 5th level spell (Knowledge: Nature DC 25).

Dream Pollen (Su)

3/day, a death cap can fill the air with drowsiness within a 15-ft.-radius. Creatures within the area of effect must make a Will save (DC 17) or be inflicted with sleep status for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell (Knowledge: Nature DC 19).

Poison Gas (Su)

3/day, a death cap can release a poison gas from itself spread outward in a 30-ft.-radius. Creatures within the area of effect take 12d6 points of non-elemental damage and are inflicted with Poison status for 1d6 rounds, a successful Fortitude save (DC 21) to negate the status effect and reduce the damage by half. Blue mages may learn this ability as a 6th level spell (Knowledge: Nature DC 27).

Stench (Ex)

A death cap constantly emits a putrid stench that nearly every form of animal life finds offensive. All living creatures (except death caps or other funguar) within 30 feet of a death cap must succeed on a DC 21 Fortitude save or be nauseated for as long as they remain within 30 feet of the creature. Moving out of the affected area leaves the character sickened for 1 round after which time he recovers immediately. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same death cap’s stench for 24 hours. This is a poison effect.