Mushroom Rot

William's mother had taught him well to avoid the toadstool rings and the old oak grove. He knew not to linger long on the bridge over Culver's creek, especially near dusk on a waning moon. But she didn't know about the cavern in Nott's Hill, or that poor William had found the entrance, or about the Leachhead Mushrooms that lined its mouth.
  Leachhead mushrooms grow at entrances and shallows of caves in Anvimar's damper climates. While they extract nutrients from the soil, they also give off poisonous spores which weaken animals that disturb them. Those that fall in the mushroom fields are quickly devoured by the fungus. Those who manage to pass through make easy prey for nearby predators.   Most humanoids, except the very young, the very old, or the very sick, are able to shake off the effects of a minor exposure after a relatively brief period. Stories have been told of giant clusters sending up vast clouds of spores, enough to fell even large beasts.   The effects have been described as like a numbing of the extremities. Muscles weaken and feel slow to respond. Further exposure leads to aches in the core and the musculature slowly collapses. Fortunately once away from the source, recovery with rest tends to be very quick.  
Type
Fungal
Origin
Natural
Rarity
Uncommon
Leachhead Mushrooms are generally easy to spot in the light. The spread over open areas in great clusters. A DC 12 Intelligence (Nature) check may be required to identify them.   They are easy to disturb and will release their poisonous spores with little provocation. Any creature passing through and area of the mushrooms must succeed on a DC 15 Constitution saving throw. Failure results in the loss of 1d4 Strength points for the next hour. The target dies if its strength is reduced to 0. This must be repeated for every 5' fungal covered area which the target passes through. Each failure adds an hour to the recovery time.

Cover image: Korinthia by Hex Sharpe

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