Gloomglow Mushrooms
HAZARD 5 +16 (expert)
A field of grass-like fungal filaments amid clusters of softly glowing, long-stalked mushrooms.
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
A creature moves into the mushrooms' space or damages the mushrooms. The mushrooms can't use this reaction if the damage was cold damage.
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