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
Additional Creatures
0th Edition - Metamorphosis Alpha
1st Edition
2nd Edition
3rd Edition
4th Edition
5th Edition
6th Edition
6th Edition - Beyond the Horizon
6th Edition - Machines & Mutants
Badder to the Bone
Badder to the Bone II
Dragon 98 - Ares Section June 1985 - GW2
Dragon Magainze 085
Dragon Magainze 130
Dragon Magazine 075
Dragon Magazine 098
Dragon Magazine 104
Dragon Magazine 108
Dragon Magazine 113
Dragon Magazine 126
Dragon Magazine 130
Famine at Fargo 7th Edition
GW01 - The Legion of Gold
GW02 - Famine in Far-Go
GW03 - The Cleansing War of Garik Blackhand
GW04 - The Mind Masters
GW05
GW05 - Rapture of the Deep
GW06 Module
GW06 Module, MM2
GW07 Module
GW08 Module
GW09 Module
GW10 Module
METAMORPHOSIS ALPHA TO OMEGA ADVENTURE 1: The Quest for Elvis
MM2
Master's of the Earth Campaign: MA-1 The Trials
Master's of the Earth Campaign: MA-4 To the Rescue
Master's of the Earth Campaign: MA-5 The Savage Beast
Master's of the Earth Campaign: MA-6 City of the Ancients
Masters of the Earth Campaign: MA-2 The Town of Boze
Mud Glat Walker
Omega Project
Paths of the Lil in White Dwarf
Polyhedron 02
Polyhedron 03
Polyhedron 10
Polyhedron 14
Polyhedron 144
Polyhedron 15
Polyhedron 27
Polyhedron 44
Ted Tschopp
The Albuquerque Starport
The Barracks Raid
There will be War
Trouble in Freesboro
White Wolf: Midnight in the Mystery Garden
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