Glower


                                   

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Reported By: Michael Price in 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

Number Appearing: 1d4
Morale: 1
Hit Dice: HD 3D5
Armor: 10 (AC 20)
Size: Medium 1 square meter

Movement: NO MOVEMENT

Attack: See Description

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

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.

Reactions: No known interactions

Behavior: Behavior modeling incomplete

Behavior: Behavior not recorded

Society: Anthropological studies incomplete



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