Fungal Colony
COMPLEX HAZARD 19Critical Success The target is unaffected.
Success The target takes half damage and is Sickened 1.
Failure The target takes full damage, is sickened 1, and is Slowed 1 for 1 minute as spores settle on their bodies and quickly grow into rigid, interlocking plates. A creature can attempt to Escape the shells (DC 41) to end the slowed 1 effect early.
Critical Failure The target takes double damage and is Restrained as they become almost completely encased in a hard fungal shell until they roll to Escape (DC 41), at which point they are slowed 1 for an additional minute until they Escape a second time.
(1 action; poison, primal) The 120-foot-tall plume of spores turn toxic. Each round, the spore cloud's highest point drops by 40 feet, and it expands outward from the initial perimeter at A2 by 20 feet on the ground and at a height of 10 feet. At the end of the third round, the spore cloud stabilizes as a ten-foot-high ring with a width of 45 feet, which completely fills the clearing with ease. This spore cloud doesn't obscure vision, but creatures that end their turn in it take 5d6 poison damage (DC 41 basic Fortitude save).
On round 4, the spore cloud settles to the ground on the hazard's action. If the hazard hasn't yet been disabled, the ground between areas A1 and A2 erupts, and a trio of fungus-encrusted warsworns, their bodies composed of ancient elven skeletons bound together by glistening filaments of mold, rises up to attack all intruders in the area. At this point, the hazard deactivates, but the warsworns fight until they're destroyed.