Trap Tuesday (Uralicans Uncut): God Spore

god sporeGOD SPORE           CR 7
Type psionic; Perception DC 18; Disable Device DC 34
Trigger touch; Reset none
Effect poison gas (1d4 Wisdom damage for 2 rounds, Fort DC 20 negates); multiple targets (all targets in a 30-ft.-radius); all held items are dropped

These mindless, floating creatures (Small-sized, AC 17, hp 20) hold rare gems and metals within, visible to onlookers with a DC 14 Perception check. God spores drift towards sane creatures once they are within 20 feet of them, appealing to the unsuspecting with subdermal jewels (typically xyrx crystals). Creatures often reach out to touch the things and grab their valuables, and are woefully surprised when it reacts with the mind-draining mist a god spore holds (unable to release another cloud for 1d4 rounds).
Some legends hold that the gems and items within a god spore are the minerals and nutrients of the mad deity that bled it.

The god spore trap is a hazard that PCs should be tempted with once, avoiding them from then on. However, these oddities can hold more than crystals within them (such as other traps or even magic items). [You’ll see more of them on this week’s Sidequest Saturday! -TS]


Contributed by Tim Snow!

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