Mold (monster)

Mold, or "Dungeon Mold", is the passive danger that defines the threshold between naïve delvers and careful ones. Molds are among the most fragile slimes, typically having a mere 1 HP per yard--but they're very, very difficult to keep down.DFRPG: Monsters, p.42-43 An adventurer might encounter Mold early in their career, only to have to clear it out later on when they have magical support.
== The Many Many Molds ==
Molds come in a spectrum of colors (appearing roughly in a bell curve of common ones), and a variety of textures (which change their simple physical properties).
=== Color ===
Roll 	Color 	Property 	Description
3-4 	Violet	Psychedelic	Causes a Fright Check at a whopping -10. Benefits against fear affect normally. Roll hourly if exposure continues.Area-effect contact agent. Only a sealed suit protects (if such a thing exists). In a grittier adventure, this mold might even spoil rations--or risk more of its effects. For more RP potential, this effect may be delayed, creating a sort of "jack-in-the-box" surprise for later.Fanon
5-6 	Yellow	Corrosive 	Inflicts 1 corrosion damage per second. Five points can lower armor DR by 1 permanently, unless it's particularly resistant, like Orichalcum.Large-Area Injury, ignore special hit-location effects and use the average DR of the torso and the least protected body part, rounding up.
7-10 	Green 	Toxic 	HT roll every second, poison resistance applies. Each failure costs 1 HP. This injury cannot be healed in any way unless cleared with a Neutralize Poison spell, a day of Esoteric Medicine, or a dose of universal antidote. If effectively lowers your maximum HP until cured. Seasoned delvers will find this similar to common slime poisoning.
11-14	Brown 	Sickening 	HT-4, but only once per hour, disease resistance applies. Inflicts with Brown Mold Malaise (-2 to attributes and their skill rolls, -1 to defenses). Must be cured by Cure Disease or Esoteric Medicine.
15-16	Gray 	Putrifying 	HT-4, but only once per hour, disease resistance applies. Inflicts with Gray Putrefaction (1 HP per hour). Must be cured by Cure Disease or Esoteric Medicine.
17-18	White 	Exploding 	The spores can EXPLODE! Everyone in the area (near the Mold) takes sudden flash of 3d burning damage. For long walks with intermittent mold patches, an explosion may happen every 10 seconds.
=== Texture ===
For texture, you can get a random result using 1d6.
Roll	Texture 	Description
1-2 	Rough 	Hard and scratchy, almost sharp. Adds +1 per die to damage to anyone falling on it (such as shoved, knocked back, judo thrown, or Barbarian Launched). This collision also activates its Color spores! Increase DR to 2.
3-4 	Slippery	Ick! Moving over it faster than a walk (Move 2) risks a DX roll, with a penalty based on speed. Perfect Balance gives a +6. Failure means spending more time in the area (which can be dangerous, see Colors above). Increase DR to 4 vs fire.
5-6 	Sticky 	It's tacky and clingy. Reduce Move by 1 when moving over it, and any contact brings some along for the ride. It can be dangerous when scraped off boots and such, (spores for about 1d seconds) so get an ally to buff you up before removing it. You can just leave the stuff on your shoes, but it tends to grow out of control in 3d hours, counting as exposure!
=== Moldy Monsters ===
Stony constructs, placid earth elementals, and even some undead can be hosts to Mold, which can make them even more dangerous. Just be careful with combining more vulnerable creatures (such as common skeletons) with explosive mold unless you want them falling over and exploding.
== See Also ==
* Slimes
* For a similar creature, see the fungus, Fungus!
== Notes ==
== References ==
Category:Monsters
Category:Slime