Deep Spore

Armor Class
9 [10]
Hit Dice
½
Attacks
Burst (see description)
Special
stimulus-triggered burst effects, levitation, illusion immunity
Move
6
HDE/XP
3/60

Description

Deep spores are knobby leathery globes 2-5 feet in diameter, sporting at least one large eye spot, that float about the dark deep underground realms and caves. They appear to hover as would a balloon but some are too heavy for this so sages speculate they possess the ability to levitate.

Different populations of deep spores react to different stimulus and when harmed of over stimulated will burst often hampering or harming those nearby. They are immune to all illusions except those of their specific stimulus, against which they make saving throws at -4. The stimulus selected below will attract all deep spores of the same population within range to detect it.

Deep Spore Stimulus

Deep Spore Stimulus
1d8StimulusEffect
1–2NoiseThese deep spores will be drawn to any noise greater than the ambient environment.
3–4LightThese deep spores will be drawn to the brightest light source within 300'.
5–6HeatDrawn to anything warmer than the natural surroundings. Body heat will be enough in many dungeons.
7MovementThese deep spores will be drawn to anything moving 10' a round or quicker.
8MagicThese deep spores will be drawn to spell casting at a distance up to the spell level x 100'; permanent magical items will only draw their attention if brought within 60'.

An attack on a deep spore that reduces it to 0 HP will cause it to explode, with an effect as per the table below.

Deep Spore Explosion

Deep Spore Explosion
1d20ExplosionEffect
1YammeringThese deep spores talk, confusing anyone they come within 20' of. If they explode, anyone within that distance will be frightened if they fail a save and be compelled to run away for the next 2–5 rounds.
2Sneezing DustA 20' diameter cloud of sneezing dust fills the air. Those exposed who fail a saving throw are overcome with sneezing: unable to move more than half speed and incapable of spell-casting, hiding, or moving silently for 2–20 minutes. The dust lingers for 1–10 minutes; a save is required only on initial exposure per explosion.
3Itching PowderA 20' diameter burst coats the area in dust. Those present must save or be distracted by constant annoying itching (-4 to all actions) for 2–20 minutes. The dust remains bothersome in the covered area for the next hour, but saves are +2 after the initial explosion.
4Sleep DustA 20' diameter burst of spores fills the air, causing anyone who breathes them in to make a saving throw or fall asleep for 2–5 hours. Only the initial explosion is risky.
5–6Paralytic MistA fine mist sprays out, filling a 20' area and causing paralysis to those exposed who fail a saving throw for the next 1–4 hours.
7–8Petrifying DustA chalky dust billows forth and causes exposed flesh to turn to stone for the next 2–12 hours if a saving throw fails.
9–10ThunderburstA sudden boom causes those within 60' to be bowled over and deafened for 1–4 hours; small beings in the area are thrown up to 20' away. The boom can be heard up to 2,000' away but is not hazardous outside 60'.
11–14Poison GasA 20' diameter cloud of poison gas is released for 2–12 rounds. Each round of inhalation causes 1–6 points of damage if a save is failed.
15Blinding FlashIn a 60-foot radius, anyone facing the exploding deep spore must make a saving throw or be blinded for 3–30 minutes.
16Acid SprayA 10' diameter burst of acid coats all who fail a save, causing 2–4 points of damage per round for the following 2–5 rounds unless washed off.
17Explosive ShrapnelAn attack as if from a 4 HD monster is made against all within 40', causing 2–16 points of damage on a hit.
18Rust MistA spray of caustic liquid causes those who fail their saving throw and do not get the goo washed off within 2 rounds to see armor and weapons in hand rust away; sheathed weapons are at risk in 4 rounds, and items in regular baggage have a 33% chance of rusting after 6 rounds. A quart of vinegar neutralizes the goo on one person. Full immersion in water also washes it away.
19FireballExplodes in a 10' radius causing 3d6 damage, save for half damage.
20Lightning BurstExplodes in a burst causing 2d8 damage to any within a 10' radius, save for half damage. If related spores are within 40', a lightning arc is thrown to them, causing them to explode in turn and exposing all close by and between both deep spores. Apply -2 to the saving throw if holding a conductive weapon, or -4 if wearing metal armor. Each arc and burst causes 2d8 damage. Anyone slain within the radius of a deep spore has a 33% chance of being infected; if their remains are not properly treated, they sprout 1–4 mature spores of the same variety in 2–7 days. The infection is noticeable within half that time as the deep spores grow.

Source note: This creature is converted from The Basic Fantasy Field Guide of Creatures Malevolent and Benign – Omnibus Edition, 1st Edition Release 4, © 2010–2025 Chris Gonnerman, R. Kevin Smoot, James Lemon, Matt Sluis, and Contributors. The Basic Fantasy Field Guide textual material is licensed under Creative Commons Attribution-ShareAlike 4.0 International; this page adapts that creature to White Box.