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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