Bestiary | Monsters | Basidirond | Special Abilities

Special Abilities

Hallucination Cloud

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 dispersing—a 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. Attacked by a swarm of spiders! Spend a full round action to attack the floor near you with your weapon.
d6<.th>Hallucination
1You\'re sinking in quicksand! Fall prone and spend 1 round flailing your arms and legs as if trying to swim.
2
3An item you hold has turned into a viper! Drop it and flee from the item at top speed for 1 round.
4You\'re suffocating! Stand in place, hold your breath, and clutch at your throat for 1 round.
5You\'ve shrunk to 1/10th your normal size! Take no actions for 1 round and monsters won\'t see you.
6You\'re melting! Grasp hold of yourself in an attempt to hold yourself together, and take no actions for 1 round.

Spores

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 Constitution based.

Basidirond Spores

Cold Lethargy

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.