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From Pathfinder Adventure Path: Gatewalkers, which isn't enabled.

Mindhammer Mushrooms

HAZARD 3
Stealth +10 (trained) to notice small animal skeletons among the mushrooms
Description The mushrooms emit powerful psychic blasts that overwhelm potential predators with exhausting psychedelic visions.

Disable DC 20 Survival (trained) to navigate a safe path without triggering the mushrooms

AC 16; Fort +10, Ref +8
HP 20 (BT 10); Immunities critical hits, precision

Psychic Blast
Trigger A creature walks through the mushrooms

Effect The mushrooms release a loud hum of psychic energy. The triggering creature takes 2d8+8 mental (DC 23 basic Will). On a critical failure, the creature is Fatigued.
Reset The mushrooms must rest for 24 hours before they can emit another Psychic Blast.
Pathfinder Adventure Path: GatewalkersORC