Mortuary mold is a sentient form of plant that infests graveyards. It slowly subverts the living and dead to its own aims, which is to bring it more and more victims. Mortuary mold can grow to tremendous size underground, thriving on the moisture and decay.
When hungry, mortuary mold attacks by firing tendrils of crawling black at its victims. It attempts to enter any orifice and, failing that, has its mold zombies hold the victim still so it can take them over. Mold zombies can also spread mortuary mold by vomiting onto living targets.
Both mortuary mold and mold zombies have but one weakness, and that’s salt. Salt inflicts considerable damage against them. Given that mortuary mold doesn’t move very quickly, a well-armed show of force can defeat it. But they still have to get past a considerable number of mold zombies.
Mortuary Mold (CR 7, HD 18d8+126)
NE Gargantuan Plant
Init +3 Spd 5
Senses Blindsight (Ex): 30 ft.; Low-light Vision (Ex); | Listen +0, Spot +0
AC 19 (FF 16, Touch 9)
hp 207 (Disabled -7/Dying -25/Injury 25)
Saves: Fort +18, Ref +9, Will +6
Regeneration (Ex): 5, Immunity: Mind-Affecting Attacks (Ex), Immunity: Poison (Ex), Immunity: Sleep Effects (Ex), Immunity: Stun (Ex), Immunity: Polymorph (Ex), Immunity: Paralysis (Ex), Immunity: Critical hits (Ex)
Atk +13/+8/+3 base melee, +12/+7/+2 base ranged; Grapple +29; Face 15’x15′; Reach 15′;
+13 Melee (6 Vine whip 1d8+4/crit 20/x2);
+12 Ranged (touch) (mold spew 1d8/crit 20/x2);
SA: Consume Intelligence (Ex) , mold spew (Ex)
SQ: Racial Traits: Plant,
Abilities STR 18, DEX 16, CON 25, INT –, WIS 10, CHA 9
Feats: Weapon Finesse.
Consume Intelligence (Ex): As a free action, a mortuary mold can extend dozens of probing, sharp-edged tendrils into the head of any helpless or unresisting creature that also occupies its space. These tendrils begin to devour the victim’s brain, dealing ld4 points of Intelligence damage each round. If the damage reduces a victim’s Intelligence to 0, the victim must make a Fortitude save (DC 18). Those who fail die, and their bodies grant sustenance to the hungry plant. Those who succeed are implanted with mold and become mold zombies (see the next entry). The only way to stop a mortuary mold from consuming a victim’s Intelligence is to kill either the victim or the mold.
Mold Spew (Ex): Mortuary molds attack by spewing potent-smelling mold upon a nearby target. The mold has a range of 30 feet and can target one creature per round. Creatures struck by a mortuary mold’s spew must make a Fortitude save (DC 18) or fall under a mind-affecting compulsion to get closer to the entrancing source of the musk. The duration of the effect is 2d8 rounds, although creatures within the plant remain under the compulsion until removed from the mold. Creatures under the mortuary mold’s compulsion can take no actions other than moving to enter the plant’s space. (The mold does not oppose these attempts, of course.) Affected creatures do anything they can to comply with the compulsion and even attack companions who seek to restrain them. Once within the plant, the affected creature drops anything in hand and stands motionless. The creature is dazed and does not resist the mold’s attacks as long as it remains within the plant.
Blindsight (Ex): A mortuary mold maneuvers and fights not only hy sight, but also by using hearing and smell to ascertain its surroundings. This ability enables it to discern objects and creatures within 30 feet. The mortuary mold usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.
Plant Traits (Ex): A mortuary mold is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects.
Regeneration (Ex): Fire and acid deal normal damage to a mortuary mold. Attack forms that don’t deal hit point damage ignore regeneration, and a mortuary mold does not restore hit points lost from starvation, thirst, or suffocation.
Salt Vulnerability (Ex): A mortuary mold suffers damage from contact with salt. A pound of salt is as effective against a mortuary mold as a flask of alchemist’s fire. A handful of salt tossed upon a mortuary mold inflicts 1d3 points of damage.
“Mold zombie” is an acquired template that can be applied to any living creature that would ordinarily have an Intelligence score, and whose physiology includes a brain (referred to hereafter as the base creature). The creature’s type becomes plant. It uses all the base creature’s statistics and abilities except as noted here.
- Hit Dice: Change to d8.
- AC: Natural armor increases by +2.
- Attacks: A mold zombie retains all the attacks of the base creature. Most mold zombies use the weapons they used before their transformation.
- Special Qualities: A mold zombie gains the following special qualities.
- Mold Loyalty (Ex): Mold zombies always act to protect and nurture the mortuary mold that created them. They can range no farther than 100 feet from their progenitor for the first two months of their existence. Thereafter, they wander freely for 1d4 days before dropping dead. A mold zombie automatically dies two days after the death of its patron mold.
- Plant Traits (Ex): A mold zombie is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mindaffecting effects. The creature also has lowlight vision.
- Salt Vulnerability (Ex): A mold zombie suffers damage from contact with salt. A pound of salt is as effective against a mold zombie as a flask of alchemist’s fire. A handful of salt tossed upon a mold zombie inflicts 1d3 points of damage.
- Abilities: Same as the base creature, except that the mold zombie’s Intelligence is lowered by 4, and Dexterity and Wisdom change to 10, unless they were already lower.
- Skills: A mold zombie has the same skills it had in life.
- Feats: A mold zombie has the same feats it had in life.
- Climate/Terrain: Any land and underground.
- Organization: Solitary or gang (2–8).
- Treasure: Same as the base creature (although the zombie retains only whatever it was wearing or carrying when transformed).
- Alignment: Always neutral.
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