Mindhammer Mushrooms
HAZARD 3 +10 (trained) to notice small animal skeletons among the mushrooms
The mushrooms emit powerful psychic blasts that overwhelm potential predators with exhausting psychedelic visions.
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
A creature walks through the mushrooms
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.
The mushrooms must rest for 24 hours before they can emit another Psychic Blast.
Pathfinder Adventure Path: GatewalkersORC