Deathcap (Elite)
Hazard
Level 12 Elite Blaster
XP 1400

The stem of this mushroom is as thick as a tree trunk, and its cap is wide and red, covered with lumpy yellow spots.

Hazard: A deathcap fills 1 square with difficult terrain. Any creature in the deathcap’s space gains cover.Perception     No check is necessary to notice the deathcap.Nature     DC 16: The character identifies the mushroom as a deathcap.TriggerWhen a creature enters the deathcap’s space or an adjacent square, one of the deathcap’s yellow spore pods ruptures, spewing toxic spores into the air.AttackOpportunity Action      Close burst 3
Target: Each creature in burstAttack: +15 vs. FortitudeHit: 3d8 + 5 poison damage, and ongoing 10 poison damage (save ends).Miss: Half damage.Countermeasures     Acrobatics DC 24: A character who moves past a deathcap (but not into its space) can make a successful check to avoid triggering the spores.
     A character can attack the deathcap (AC 5, other defenses 10; hp 70; resist 20 poison). Destroying the deathcap stops further spore pods from bursting.

Published in Underdark, page(s) 31.