Glower

Glower
Glower

Creature Metadata

Reported By
Michael Price
Source
GW02 - Famine in Far-Go
Role
Monster
Base Stock
Fungi
MCC Stat Block
Glower (1d4 (2)): Init -2; atk see description; AC 20; HD 3D5 hp 9 each; NO MOVEMENT; 1d20; SV Fort +0, Ref -3, Will -3
Mutations
Dissolving Juices; Gas Generation- sleep

Combat & Physical Stats

Number Appearing
1d4
Morale
1
Hit Dice
HD 3D5
Armor
10 (AC 20)
Size
Medium 1 square meter
Movement
NO MOVEMENT
Attack
See Description

Ability Scores

MS:
0
PS:
0
IN:
2
DX:
0
CH:
0
CN:
9

Ecology & Logistics

Frequency
Uncommon
Organization
Patch
Activity Cycle
Any
Diet
Omnivore
Habitat
Near lakes or ponds
Tech Level
0 - 0
Artifacts
Unknown

Description (Initial Observations): These mutant fungi always live near or in radiation zones,and if possible will grow next to sources of water.They appear to be glowing reddish slime growths whose light slowly pulsates; hence the name Glowers.Growing on rocks and stones is their preferred place of habitat. Being near a river, stream, pond, or lake helps them to ensnare unsuspecting creatures that come to drink. Glowers grow to a height of only 5 cm and live in densely clumped patches.The Glowers release their Sleep Gas when touched by any living creature trying to put their victim into a deep sleep.If the creature falls asleep and lands on top of the mutant fungi, their dissolving juices will then go to work to break down the creature's body into digestible enzymes.These glowing mutants are a deadly poison if swallowed by any creature (Int 16). However, when these mutated fungi are boiled down, they produce an antidote for Int 16 poisons.Each square meter of this growth will yield one dose of this anti-dote.

Behavior & Society

Reactions
No known interactions
Behavior
Behavior modeling incomplete
Repair & Healing
Behavior not recorded
Society
Anthropological studies incomplete

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