pf2e.fyi
From Pathfinder #145: Hellknight Hill, which isn't enabled.

Gloomglow Mushrooms

HAZARD 5
Stealth +16 (expert)
Description A field of grass-like fungal filaments amid clusters of softly glowing, long-stalked mushrooms.

Disable DC 22 Survival (expert) to remove a 5-foot-patch without triggering the mushrooms.

AC 21; Fort +13, Ref +9
HP 52 (BT 26); Immunities critical hits, precision; Weaknesses cold 10

Glowing Spores
Trigger A creature moves into the mushrooms' space or damages the mushrooms. The mushrooms can't use this reaction if the damage was cold damage.

Effect The triggering creature and all creatures within 10 feet are sprayed with itchy, distracting, glowing spores and must attempt a DC 22 Reflex save. On a failed save, the creatures become Sickened 1 and Stupefied 1 (or Sickened 2 and Stupefied 2 on a critical failure) and take a -4 penalty to Stealth checks until the spores lose potency in 24 hours or are removed. This requires washing them off by bathing in water for a minute, a Prestidigitation spell, or a similar measure allowed by the GM.

Effect: Glowing Spores

Pathfinder #145: Hellknight HillOGL