Xtabay

This patch of vines is ornamented with beautiful crimson and violet flowers, the petals of which seem to bear tiny faces.

Known for their potent—and ultimately deadly—scent, xtabays are a floral hazard to the unwary. As fast-spreading as ivy, a xtabay’s vines are sturdy and adaptive, making the plant a potential threat nearly everywhere—from gardens to wells to forest groves. Attractive flowers blossom from the vines of xtabays, emitting the spores that mean a slow death for their victims. The strange, face-like patterns that grow on the petals are disturbing but seem to have no real function. Hermits or other reclusive types have been known to surround their territory with xtabays, warding off pesky creatures and adventurers alike. Instances of xtabays of larger-than-usual size have also been reported. These massive plants possess tendrils as thick as tree limbs and flowers that can fell even the hardiest of warriors with their overwhelming perfume. Underground, xtabays thrive in the wet, dark environment, covering the walls and floors of entire caverns and anesthetizing whole dens of subterranean creatures. Nomadic plants, xtabays traverse large expanses of land until they sense nearby life, at which point they lie dormant and take on the guise of harmless flowers while releasing their deceptive aroma. Once a creature is subdued, the beast-like plant wastes no time in devouring it, disregarding creatures unaffected by its aroma. Because of their carnivorous nature, xtabays only rarely run short on nutrients, consuming the entirety of a victim’s body over the course of several days following the initial process of draining its blood. Xtabays are able to devour creatures thanks to their lengthy roots, which produce a corrosive acid that breaks down and absorbs flesh and bone.

CR 1/2 XP 200
N
Small plant
Init +1; Senses low-light vision, tremorsense 30 ft.; Perception +1
DEFENSE
AC
12, touch 12, flat-footed 10 (+1 Dex, +1 size)
hp 8 (1d8+4)
Fort +6, Ref +1, Will +1
Immune acid, plant traits
OFFENSE
Speed
5 ft.
Melee 2 stings +0 (1d3–1 plus 1d2 acid)
Special Attacks devour, soporific pollen
STATISTICS
Str
8, Dex 13, Con 19, Int —, Wis 12, Cha 11
Base Atk +0; CMB –2; CMD 9 (can’t be tripped)
ECOLOGY
Environment
any land
Organization solitary, pair, copse (3–5), or garden (6–12)
Treasure none
SPECIAL ABILITIES
Devour (Ex)
While a creature is under the effects of a xtabay’s soporific pollen, the plant may, as a full-round action, occupy the same square as the sleeping creature and slowly sap the life from it. Every round the xtabay uses this ability, the affected creature must make a DC 14 Fortitude save or take 1d2 Con damage. This feeding is curiously painless, and normally isn’t enough to waken a foe put to sleep by the plant. Each round this feeding continues, the sleeping victim can attempt a new DC 14 Will save to awaken. This save DC is Constitution-based.
Soporific Pollen (Ex) As a standard action, a xtabay can release sleep-inducing pollen into the air around it. Each creature within a 10-ft.-radius burst centered on the xtabay must make a DC 14 Will save or fall asleep for 1d3 minutes. A creature that succeeds on the Fortitude save cannot be affected by the same xtabay’s soporific pollen for 24 hours. A creature put to sleep by this pollen can be awakened by vigorously shaking the sleeper (a standard action) or by damaging it. This is a mind-affecting sleep effect. The save DC is Constitution-based.
 

Tsaalgrend

Strange, translucent gas bladders carry this tangle of thorny, purple vines and clumps of mold through the air.

A tsaalgrend is a predatory creature resembling a tangle of sturdy vines with jagged purple thorns. Its coloration is mottled with brown, green, and yellow mold patches that flake and fall as the creature writhes through the air. The tsaalgrend’s vines barely conceal two translucent, gas-filled sacks that act as balloons, enabling it to float along above the ground. Two longer vines stretch from the creature’s center, allowing the tsaalgrend to snare its prey. An opening filled with rows of spiky thorns, positioned on the creature’s underside, serves as the creature’s mouth. This orifice constantly emits a wet, rancid stench and a wheezing sigh as warm gas escapes from its floatation chambers.  Tsaalgrends are complex, ambulatory fungi, but also symbiotically support a multitude of other molds, fungi, mosses, and epiphytes. The most powerful mold growing within tsaalgrends produces potent, hallucinogenic black spores. Tsaalgrends mainly use these fine spores for hunting, and they are capable of ejecting spores in a wide area to stun prey. Any creature that breathes in the spores is immediately subject to an overwhelming terror response as its mind floods with primal, animalistic fears. The victim’s breathing becomes quick and shallow, its heart rate rises dramatically, and nearby sounds become dull over the rush of blood in its ears. The creature’s mind begs to flee, but its muscles simply seize tight. Most victims find this experience maddening enough that their frustration and panic heighten the actual chemical effects of the tsaalgrends’ spores.  Daring alchemists occasionally hunt and trap tsaalgrends with the intention of harvesting the black spores from living specimens and using them to fabricate new and potent inhaled poisons. Securing a living tsaalgrend is important to the process, for the spores lose potency soon after they are released, making storage for later use impractical. Such alchemists often run afoul of fungus-focused druids, who commune with and protect these unusual plants.  Tsaalgrends display a limited intelligence—easily on par with apes— and can overcome simple puzzles and challenges. They communicate basic concepts with each other through the deliberate transfer of spores. These bouts of communication involve bursts of various colors and scents, granting tsaalgrends with large and more varied symbiotic colonies something akin to leadership roles. Most often, tsaalgrends “speak” to each other to coordinate hunting efforts. The plants also respond to some spoken language, though they lack a well-developed sense of hearing and show diff iculty differentiating any but the simplest words and phrases. Several distinct patches of stubby 1- or 2-inch growths track light and movement, essentially serving as eyes.  A tsaalgrend typically grows to be over 3 feet long, and weighs about 40 pounds.

CR 2 XP 600
N
Small plant
Init +2; Senses darkvision 60 ft., low-light vision; Perception +4
DEFENSE
AC
14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 19 (3d8+6)
Fort +5, Ref +3, Will +1 
Immune plant traits; Resist acid 5, electricity 5
Weaknesses light blindness, vulnerability to fire
OFFENSE
Speed
10 ft., climb 10 ft., fly 40 ft. (poor)
Melee bite +5 (1d4+2 plus grab), 2 tendrils +3 (1d4+1 plus grab)
Special Attacks grab (Medium), spores
STATISTICS
Str
15, Dex 15, Con 15, Int 3, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 15 (17 vs. trip)
Feats Flyby Attack, Multiattack
Skills Climb +10, Fly +5, Perception +4
Languages spore communication
ECOLOGY
Environment
any underground
Organization solitary, pair, cluster (3–6), or pod (7–20)
Treasure none
SPECIAL ABILITIES
Spores (Ex)
As a standard action, a tsaalgrend can release a cloud of toxic spores in a 10-foot-radius spread. Each living creature within this area must succeed at a DC 13 Fortitude save or become paralyzed with fear as it vividly hallucinates for 1d4 rounds. A creature that successfully saves against this effect is immune to the same tsaalgrend’s spores for 24 hours. This is a mind-affecting fear and paralysis effect. The save DC is Constitution-based.
 

Cerebric Fungus

A swollen, brainlike bulb encrusted with fungal shelves squats atop several ropy legs. A wide mouth bisects the bulb’s crown.

Cerebric fungi are a race of carnivorous, intelligent fungi native to a distant planet. Although they are one of the lowliest life forms on their homeworld, the fungi still possess an alien intellect far beyond that of most terrestrial creatures. Cerebric fungi display great curiosity about other races and species when they visit other worlds, asking endless, apparently senseless, questions and engaging in disturbing experiments. Some eccentric scholars claim to have learned unsettling secrets from these interrogations. Although capable of fine manipulation with their prehensile filaments, cerebric fungi normally forgo the use of weapons in favor of their natural attacks.

CR 3 XP 800
N
Medium plant
Init +4; Senses darkvision 60 ft., low-light vision; Perception +12
Aura unsettling appearance (60 ft., DC 14)
DEFENSE
AC
15, touch 10, flat-footed 15 (+5 natural)
hp 30 (4d8+12); fast healing 2
Fort +7, Ref +1, Will +6
Defensive Abilities otherworldly mind; Immune plant traits; Resist cold 5
Weaknesses vulnerability to sonic
OFFENSE
Speed
30 ft.
Melee bite +5 (1d6+2), 2 tendrils +3 (1d4+1 plus pull)
Space 5 ft.; Reach 5 ft. (15 ft. with tendrils)
Special Attacks pull (tendril, 5 ft.), star-shriek
Spell-Like Abilities (CL 4th; concentration +6)
Constant—detect thoughts (DC 14)
At will—touch of madness (DC 14)
3/day—calm emotions (DC 14), touch of idiocy (DC 14)
STATISTICS
Str
14, Dex 11, Con 16, Int 15, Wis 20, Cha 15
Base Atk +3; CMB +5; CMD 15 (21 vs. trip)
Feats Improved Initiative, Multiattack
Skills Bluff +6, Diplomacy +6, Perception +12, Stealth +7
Languages telepathy 100 ft.
ECOLOGY
Environment
any
Organization solitary, pair, or colony (3–12)
Treasure standard
SPECIAL ABILITIES
Otherworldly Mind (Ex)
Any creature attempting to contact a cerebric funguss mind or read its thoughts with a divination spell or similar ability must succeed at a DC 16 Will save or be overwhelmed by the alien thoughts in the creatures head. Those who fail take 1d6 points of nonlethal damage and are confused for 1d6 rounds, and the divination effect immediately ends. The save is Charisma-based and includes a +2 racial bonus.
Star-Shriek (Ex) Once per day as a full-round action, a cerebric fungus can unleash a shrill scream of madness. All creatures (except other cerebric fungi) within 30 feet must make a DC 15 Will save or be nauseated for 1d4 rounds. This is a sonic, mindaffecting effect. The save DC is Constitution-based.
Touch of Madness (Sp) The cerebric fungus may daze one living creature by making a successful touch attack. The target creature must succeed at a DC 14 Will save, or it becomes dazed for 1 round per caster level (4 rounds for most cerebric fungi). The dazed subject is not stunned (so attackers get no special advantage against it). This is a mind-affecting enchantment, equivalent to a 2ndlevel spell.
Unsettling Appearance (Su) A cerebric fungus constantly scans the minds of those around it, projecting around itself a confusing collage of images gleaned from their thoughts. Creatures within 60 feet that can see the fungus must succeed at a DC 14 Will save or take a –2 penalty on attack rolls. This is a mind-affecting effect. The save DC is Charisma-based.
 

Mindslaver Mold

A thick sheet of filthy green fungus grows in twisting patterns across the shoulders and back of this feral-looking man.

Mindslaver mold is an infestation from the primal world of fey that is particularly common in remote forests, islands, and mountain valleys where it is sometimes worshiped as a strange god by isolated, primitive tribes. The mold is joined together by a single consciousness, though individual patches retain their own goals. It seeks humanoid hosts, parasitizing them and forcing them to serve as its bodyguards and protectors.

CR 3 XP 800
NE
Small plant
Init +7; Senses low-light vision; Perception +8
DEFENSE
AC
15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size)
hp 30 (4d8+12); fast healing 2
Fort +7, Ref +4, Will +2
Defensive Abilities avoidance; Immune cold, plant traits; Resist acid 10; SR 14
OFFENSE
Speed
5 ft., climb 5 ft.
Ranged spore pod +7 touch (spores)
Special Attacks infestation, spores
Spell-Like Abilities (CL 8th; concentration +9)
1/day—dominate person (DC 16)
STATISTICS
Str
2, Dex 17, Con 17, Int 14, Wis 12, Cha 13
Base Atk +3; CMB –2; CMD 12 (can’t be tripped)
Feats Dodge, Improved Initiative
Skills Climb +8, Escape Artist +7, Perception +8, Stealth +14
Languages Aklo, Common, Sylvan (can’t speak any language); mold mindlink
ECOLOGY
Environment
any
Organization solitary or infestation (2–10)
Treasure incidental
SPECIAL ABILITIES
Avoidance (Ex)
When a mindslaver mold is infesting a living or undead creature and would be hit by an attack, it can make a Reflex save as an immediate action. If the mold succeeds, the attack doesn’t harm it and instead harms the infested creature—the mold effectively slithers out of the way of the incoming attack so that the blow strikes the creature it controls. The mindslaver mold must choose to attempt avoidance after the attack roll is resolved but before damage is rolled.
Infestation (Su) A mindslaver mold can climb onto and attach itself to a willing or helpless host as a standard action. As long as the mold infests its host, the mold shares the same 5-foot square with its host’s space; this does not negatively impact the host or the mold. As long as a mindslaver mold infests a host, the host takes a –4 penalty on Will saves against the mindslaver mold’s dominate person spell-like ability, and the duration of that spell-like ability on the host becomes permanent as long as the mold remains attached. Each day, an attached mindslaver mold deals 1d4 points of damage to its host as it feeds on the host’s blood and other bodily fluids. A mindslaver mold can be torn free of a host with a successful DC 15 Strength check as a standard action—doing so deals 2d6 points of damage to the host as the mold’s tendrils tear free. A dead mindslaver mold deals no damage in this way.
Mold Mindlink (Su) A mindslaver mold can communicate telepathically with any other mindslaver mold within 10 miles, and knows the condition of all other mindslaver molds in this area as if it had a status spell in effect on all other molds.
Spore Pod (Ex) A mindslaver mold’s sole physical attack is to launch a spore pod the size of a sling bullet. This is a ranged touch attack that has a range increment of 20 feet.
Spores (Su) Whenever a mindslaver mold hits a creature with its spore pod, or whenever a creature touches a mindslaver mold (including when a creature hits the mold with a touch attack, unarmed strike, or natural attack), the creature must succeed at a DC 15 Fortitude save or take 1d4 points of Wisdom damage as the mold’s spores swiftly drain away the victim’s willpower and sense of self. The save DC is Constitution-based.
 

Phantom Fungus

Portions of this three-stalked fungoid monster’s body seem to fade in and out of sight. A large maw gapes along its entire front.

A phantom fungus is a tripedal carnivorous plant that roams the vast and deep underground caverns of the world. It wanders in search of food, using its rootlike feet to detect movement along the cavern floors and the sensitive tendrils surrounding its mouth to pinpoint prey. A phantom fungus’s primary advantage as a predator is its ability to vanish from sight. Stealthily patrolling the perimeters of caverns, a phantom fungus remains invisible until it is behind its prey, at which point it snaps at its victim with its vicious maw. A phantom fungus prefers to ambush lone creatures. When it encounters a larger group, a phantom fungus often stalks prey for hours, waiting for the targets to spread out or make camp so that it may attack a single foe at its leisure. Though phantom fungi are not normally pack hunters, there are reports of groves working together to bring down larger foes. When faced with no other option than to attack multiple foes, a group of phantom fungi focuses its attacks on single targets. They prefer to attack noisier foes if possible—characters wearing heavy armor or those that make heavy use of loud attacks (such as bards or spellcasters) are preferred over quieter creatures. The maw with which a phantom fungus attacks prey is lined with row upon row of sharp, jagged teeth that resemble pointed rocks more than actual fangs. This “mouth” is not used to feed, however, and does not attach to a digestive tract—it is nothing more than a gaping natural weapon. When a phantom fungus feeds, it does so by squatting down on its prey and infesting the corpse with thousands of feeding filaments that burrow through dead flesh to siphon away nutrients. A typical phantom fungus is 6 feet tall and weighs 200 pounds. Although they prefer dwelling underground, they have been encountered above ground as well.

CR 3 XP 800
N
Medium plant
Init +0; Senses blindsight 30 ft., low-light vision, tremorsense 60 ft.; Perception +10
DEFENSE
AC
15, touch 10, flat-footed 15 (+5 natural)
hp 30 (4d8+12)
Fort +7, Ref +1, Will +1
Defensive Abilities phantom flesh; Immune plant traits
OFFENSE
Speed
20 ft., climb 20 ft.
Melee bite +5 (2d6+3)
STATISTICS
Str
15, Dex 10, Con 16, Int 2, Wis 11, Cha 9
Base Atk +3; CMB +5; CMD 15 (17 vs. trip)
Feats Skill Focus (Perception), Skill Focus (Stealth)
Skills Climb +10, Perception +10, Stealth +7
Racial Modifiers +4 Stealth
ECOLOGY
Environment
any underground
Organization solitary or grove (2–5)
Treasure incidental
SPECIAL ABILITIES
Phantom Flesh (Su)
As a move action, a phantom fungus can turn invisible as if using greater invisibility (caster level 4th). A moment after it attacks with invisibility, the creature appears briefly as a semitransparent version of its normal self. This allows any viewer with line of sight to the phantom fungus to pinpoint its location at the time of the attack (though if the creature moves after it attacks, opponents have to pinpoint it again). An opponent can ready an action to strike at the fungus when it momentarily appears, in which case the creature only has concealment instead of invisibility (20% miss chance). The fungus can turn completely visible as a move action, though it normally remains invisible all the time. If killed while invisible, it becomes visible 1d4 minutes later.
 

Violet Fungus

This mushroom grows from a bed of tentacular roots. Deep violet tendrils slither out of the dozens of fissures in its pointed cap.

The violet fungus is one of the most notorious and feared dangers of the world’s caves. A traveler can often see signs of the violet fungus in those who dwell or hunt in places where these carnivorous fungi lurk. In these folk, deep and hideous scars mar bodies where entire furrows of flesh seem scooped away—the marks of a close encounter with a violet fungus. A violet fungus feeds on the rot and decay of organic matter, but unlike most fungi, they are not passive consumers of corruption. A violet fungi’s tendrils can strike with unexpected swiftness, and are coated with a virulent venom that causes flesh to rot and decay with nauseating speed. This potent poison, if left untreated, can cause the flesh of an entire arm or leg to drop away in no time at all, leaving behind only warm bones that soon rot into corruption as well. Although violet fungi are mobile, they only move to attack or to hunt for prey. A violet fungus that has a steady supply of rot to sup upon is generally content to remain in one place. Many underground-dwelling cultures take advantage of this penchant, particularly troglodytes and vegepygmies, and keep multiple violet fungi in key junctions and entrances to their caverns as guardians, making sure to keep them well fed with carrion to prevent them wandering farther into the den in search of food. Some species of shriekers are relatively similar in appearance to violet fungi, although they lack the tentacular branches. It’s not uncommon to find shriekers and violet fungi growing in the same grove—especially in areas where other creatures cultivate the fungi as guardians. A violet fungus is 4 feet tall and weighs 50 pounds.

CR 3 XP 800
N
Medium plant
Init –1; Senses low-light vision; Perception +0
DEFENSE
AC
15, touch 9, flat-footed 15 (–1 Dex, +6 natural)
hp 30 (4d8+12)
Fort +7, Ref +0, Will +1
Immune plant traits
OFFENSE
Speed
10 ft.
Melee 4 tentacles +4 (1d4+1 plus rot)
Space 5 ft.; Reach 10 ft.
STATISTICS
Str
12, Dex 8, Con 16, Int —, Wis 11, Cha 9
Base Atk +3; CMB +4; CMD 13
ECOLOGY
Environment
any underground
Organization solitary, pair, or grove (3–12)
Treasure incidental
SPECIAL ABILITIES
Rot (Ex)
A creature struck by a violet fungus’s tentacle must succeed on a DC 15 Fortitude save or the flesh around the point of contact swiftly begins to rot away, exposing raw bone with shocking swiftness. This hideous affliction causes 1d4 points of Strength damage and 1d4 points of Constitution damage. This is a poison effect. The save DC is Constitution-based.

Violet Venom
Although a violet fungus’s tentacles swiftly grow inert after the mushroom is slain, they can be wielded as Medium-sized whips for 2d6 minutes after being harvested from the creature. These whips inflict rot on anything they touch—including the wielder of the deadly weapon—and both save DCs to resist and effects are identical to the stats presented above. A DC 25 Craft (alchemy) check and 250gp worth of reagents can preserve the venom somewhat, although the procedure dilutes it significantly.
Violet Venom: Poison—contact; save Fort DC 13, frequency 1/minute for 6 minutes, effect 1d2 Strength and 1d2 Con damage; cure 1 save; cost 800gp.

 

Living Topiary

This lumbering topiary has the rough shape of an elephant, complete with brambly limbs and tusks.

Part plant and part beast, living topiaries are moving flora that look like decorative lawn ornaments used to adorn gardens and groves, though their bestial nature and aloof demeanor prove they are far from mere decorations. Some theorize that the living topiaries originally came from the primal land of fey, where odd phenomena such as animal-shaped flora are not unheard of. Living topiaries wander the lands to fulfill their single purpose: searching for more plants to consume, which enables them to grow ever larger. Though somewhat delicate, living topiaries can thrive for decades by constantly refreshing their bodies with new plant matter. Though living topiaries will not willingly go to such places on their own, sometimes one accidentally finds itself in an area void of adequate additional shrubbery or water, like a vast plain or desert. In such situations, an individual deprived of nutrients quickly dries out and shrivels over the course of several days. Living topiaries range in height from shrubs only a couple feet off the ground to towering hedges. The average specimen is about 4 feet tall and weighs 200 pounds.

CR 4 XP 1,200
N
Medium plant
Init +6; Senses darkvision 60 ft., low-light vision; Perception +6
DEFENSE
AC
16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 42 (5d8+20)
Fort +10, Ref +3, Will +1
DR 5/slashing; Immune plant traits
Weaknesses vulnerability to fire
OFFENSE
Speed
30 ft.
Melee 2 slams +6 (1d6+4)
Spell-Like Abilities (CL 5th; concentration +4)
Constant—pass without trace
3/day—hedge stride
STATISTICS
Str
17, Dex 14, Con 19, Int 6, Wis 10, Cha 9
Base Atk +3; CMB +6; CMD 18 (22 vs. trip)
Feats Great Fortitude, Improved Initiative, Power Attack
Skills Escape Artist +10, Perception +6, Stealth +9 (+15 in undergrowth)
Racial Modifiers +8 Escape Artist, +2 Stealth (+8 in undergrowth)
Languages Common, Sylvan (can’t speak any language)
SQ assimilate, move through hedges, sculpt shape
ECOLOGY
Environment
any land
Organization solitary, garden (2–4), or boscage (5–7)
Treasure none
SPECIAL ABILITIES
Assimilate (Ex)
As a full-round action, a living topiary can consume undergrowth or bushy plant matter it’s currently touching and incorporate that material into its form. It can do this at a rate of 5 cubic feet per round, healing 1d8 points of damage each time. If the topiary is at maximum hit points, this ability has no effect.
Hedge Stride (Sp) This ability functions as tree stride, but rather than allowing for teleportation from tree to tree, it permits the living topiary to teleport from one area of brush or hedges to another area of similar vegetation within 1,500 feet.
Move through Hedges (Ex) A living topiary may move through any mass of brambles or other dense plant growth without penalty. It must begin and end its turn outside of the mass.
Sculpt Shape (Ex) As a standard action, a living topiary can alter itself to take on the basic form of any creature. The change is purely cosmetic, and does not change its size, grant it any special powers, or alter its abilities.
 

Myceloid

This shambling fungus creature bears a strong resemblance to a rotund human, but with a mushroom cap for a head.

The walking fungi known as myceloids feed off of decaying organic matter like many other fungi, yet unlike typical mushrooms or molds, they take particular pleasure in feeding from the rotting bodies of humanoids. Myceloids claim to be able to taste things like “innocence,” “despair,” and “hope” in the ripeness of rancid meat, although whether this is true or simply part of the myceloids’ twisted sense of humor is unclear. Most myceloids have deep purple caps studded with white lumps, and paler purple necks and bodies of tough, leathery fungus. Their spores grow tenaciously in living flesh, causing a rapid spread of painful purple lesions that, in advanced stages of the sickness, sprout tiny purple mushrooms; plucking these mushrooms is painful to the victim and causes bleeding. This condition, known as purple pox, is the method by which myceloids both season their meat and procreate. Myceloids prefer to capture victims alive for later infection and control. To a myceloid, a living creature has three uses—first as a slave, second as a host from which to birth new myceloids, and finally as a banquet to feast upon once the first two destinies have played out.

CR 4 XP 1,200
NE
Medium plant
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +6
DEFENSE
AC
16, touch 10, flat-footed 16 (+6 natural)
hp 37 (5d8+15)
Fort +7, Ref +1, Will +4
DR 5/slashing; Immune plant traits; Resist cold 10, fire 10, sonic 10
Weaknesses vulnerability to electricity
OFFENSE
Speed
20 ft.
Melee 2 claws +6 (1d6+3 plus disease)
Special Attacks spore cloud
Spell-Like Abilities (CL 6th; concentration +6)
1/day—spore domination (DC 14)
STATISTICS
Str
17, Dex 11, Con 16, Int 9, Wis 12, Cha 10
Base Atk +3; CMB +6; CMD 16
Feats Improved Initiative, Iron Will, Skill Focus (Stealth)
Skills Perception +6, Sense Motive +5, Stealth +9, Survival +5
Racial Modifiers +4 Sense Motive, +4 Survival
Languages Undercommon; telepathy 60 ft. (myceloids and purple pox sufferers only)
ECOLOGY
Environment
any underground
Organization solitary, pair, band (3–24), or colony (25–250)
Treasure standard
SPECIAL ABILITIES
Disease (Su)
Purple Pox: inhaled or injury; save Fort DC 15; onset 1 minute; frequency 1/day; effect 1d2 Wis and 1d2 Con damage; cure 2 consecutive saves. A creature that dies of the purple pox becomes bloated over the course of 24 hours, after which its body bursts open, releasing a fully grown myceloid. Additionally, as long as a creature takes at least 7 points of Wisdom damage from the purple pox, it must make a DC 15 Will save each day to avoid becoming affected by a lesser geas (no HD limit) that compels the sickly character to seek out the nearest myceloid colony in order to offer itself up for spore domination. The save DCs are Constitution-based.
Spore Cloud (Ex) Once per day as a standard action, a myceloid can expel a 10-foot-radius burst of spores centered on itself. This cloud persists for 1d3 rounds. Any creature caught in this cloud or that moves through it is exposed to the myceloid’s purple pox disease—a creature need save only once against any one spore cloud, however, before becoming permanently immune to that particular spore cloud’s effects. The spore cloud does not hamper vision.
Spore Domination (Sp) This spell-like ability functions as charm monster, but functions only against creatures currently infected with purple pox.
 

Phycomid

This tangle of purple-capped mushrooms growing out of a nasty green sludge shudders and writhes, wafting tendrils of smoke.

Typically found in damp dungeons, refuse heaps, and forgotten, filthy chambers, phycomids are dangerous fungoid creatures that grow in small, steaming patches among decomposing organic matter. The phycomid’s main body is a mass of green-brown mold that can slither and move when necessary to seek out new carrion to feed upon. Numerous mushrooms sprout from the main body—vile green stalks topped with purple or red caps that seem to steam with rank-smelling smoke. This smoke is in fact vapor escaping from the numerous globs of acid the plant produces as a method of both self-defense and reproduction. This acidic substance is expelled from the phycomid whenever it senses movement nearby, and seasoned adventurers can often trick a phycomid into giving away its true nature by simulating movement within range of the fungus. Less fortunate encounters are typically marked by large infestations of phycomids growing among a scattered collection of dead bodies. Because of the filthy environment in which this fungus thrives, goblins are one of the few races that have learned to coexist with phycomids. Not content to simply give the fungi a wide berth, these foolish goblins actually harvest the phycomids, prodding them into positions in their warrens where they can serve as guards and sentinels, utilizing long poles they call “slime sticks” or placing delicious-smelling carrion to attract the fungus to a desired position. Although phycomids are deadly to eat, many goblin tribes view those who eat a phycomid mushroom and survive as great heroes. Needless to say, most goblin lairs that attempt to utilize phycomids as guardians eventually become nothing more than phycomid lairs—a goblin tribe’s luck can only hold up for so long, after all.

CR 4 XP 1,200
N
Small plant
Init +0; Senses tremorsense 30 ft.; Perception +0
DEFENSE
AC
17, touch 11, flat-footed 17 (+6 natural, +1 size)
hp 39 (6d8+12)
Fort +7, Ref +2, Will +2
Immune acid, plant traits
OFFENSE
Speed
10 ft.
Ranged acid pellet +5 touch (2d6 acid plus spores)
STATISTICS
Str
5, Dex 10, Con 15, Int —, Wis 11, Cha 1
Base Atk +4; CMB +0; CMD 10 (can’t be tripped)
ECOLOGY
Environment
any underground
Organization solitary or infestation (2–8)
Treasure incidental
SPECIAL ABILITIES
Acid Pellet (Ex)
A phycomid attacks by firing a glob of acid from one of its several mushroom-like stalks. This attack has a range increment of 10 feet. A phycomid can fire up to six acid pellets per minute—during rounds in which the fungus has no acid pellets, it has no method of attacking at all and must wait until its acid stores replenish in 4 rounds before continuing a battle.
Spores (Ex) Any creature that takes damage from a phycomid’s acid pellet (or consumes even a small portion of the fungus) becomes exposed to the fungus’s spores. These spores grow quickly in living creatures. This affliction is a disease effect, although its course runs much faster than most diseases and is more poison-like in its speed, and like a poison, the spores “burn out” after a short period. A creature that is slain by a phycomid spore infestation bursts open in 1d4 rounds as a fully grown new phycomid emerges.
Phycomid Spores: Disease—injury or ingested; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save. The save DC is Constitution-based.
 

Ascomoid

This misshapen sphere of pale yellow-green fungus rolls with an unnerving speed, spewing clouds of foul spores as it advances.

Oversized fungi, ascomoids are frequently mistaken for giant puff balls until they begin to move, rolling toward any living prey that they sense. Once they have crushed the life out of a creature, they quickly move on, leaving spores behind in their victim’s body to grow new ascomoids. Ascomoids can grow to a width of 10 feet, but they rarely weigh more than 400 pounds. While ascomoids require no light to grow, they do require a moist environment. They do not keep traditional lairs, but often wander the same areas over and over, littering these routes with the bones of past victims. Although they are typically solitary creatures, ascomoids dwelling in areas of ample moisture with generous sources of food—or frequent unwitting passersby— sometimes form deadly clusters. Such colonies of these giant fungi often lurk in large caverns among other pallid vegetation. Given ascomoids’ ability to detect vibrations, the slightest quake or potential footfall sets them rolling, turning their cavernous lairs into churning meat grinders. Bounding about violently, groups of ascomoids sometimes take hours to settle back down, unable to distinguish between the movements of prey and the tumbling of their own kind. In some cases, ascomoids have been known to lair at the top of steep rises, crushing climbers as they roll in terrible fungal avalanches. Those crushed by an ascomoid or who fall victim to an ascomoid’s spores face a revolting end, their bodies becoming hosts to quick-growing colonies of rampant fungi. Immature ascomoid mold sprouts quickly, typically appearing within 24 hours. After 48 hours, such victims become so overgrown with this furry, brown-green mold that they can no longer be restored to life by raise dead, as their bodies are too vitally pervaded and thoroughly consumed by the swiftly spreading mold. Within a month, a new ascomoid emerges from the foul mess.

CR 5 XP 1,600
N
Large plant
Init +1; Senses tremorsense 60 ft.; Perception +0
DEFENSE
AC
17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size)
hp 52 (7d8+21)
Fort +8, Ref +3, Will +2
DR 10/piercing; Immune plant traits; Resist electricity 10, fire 10
OFFENSE
Speed
40 ft.
Melee slam +8 (2d8+6)
Space 10 ft.; Reach 5 ft.
Special Attacks poison, spores, trample (2d8+6, DC 17)
STATISTICS
Str
18, Dex 13, Con 17, Int —, Wis 11, Cha 1
Base Atk +5; CMB +10; CMD 21 (can’t be tripped)
Feats Improved Overrun
ECOLOGY
Environment
underground
Organization solitary or cluster (2–8)
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Spores—inhaled; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 2 saves. The save DC is Constitution-based.
Spores (Ex) Once per round as a free action, an ascomoid can release a jet of deadly spores to a range of 30 feet. Upon impacting a solid surface, such as a wall or creature, the jet billows out into a cloud of spores that fills a 10-foot-radius spread. This cloud lasts for 1 round before dispersing. Any creature in the cloud must make a DC 16 Fortitude save or become nauseated as long as it remains in the cloud. Any creature that fails to save against this nausea is also exposed to the ascomoid’s poison (see above). The save DC is Constitution-based.
 

Basidirond

This strange plant consists of four spidery stalks, long green tendrils, and an inverted bell-shaped cap filled with spores.

The strange fungal basidirond is a deadly plant monster that feeds on mineral-rich moisture, be it runoff from cave walls or fresh blood. By ensuring a constant flow of nutritious moisture, canny cave dwellers can use basidironds as guardians for their lairs, although they must take care to avoid the plant’s hunting routes lest they become its latest victims.

CR 5 XP 1,600
N
Medium plant
Init +1; Senses low-light vision, tremorsense; Perception +0
DEFENSE
AC
18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
hp 52 (7d8+21)
Fort +8, Ref +3, Will +2
Immune cold, plant traits
Weaknesses cold lethargy
OFFENSE
Speed
20 ft.
Melee slam +10 (1d8+7 plus spores)
Special Attacks hallucination cloud, spores
STATISTICS
Str
20, Dex 13, Con 16, Int —, Wis 11, Cha 1
Base Atk +5; CMB +10; CMD 21 (25 vs. trip)
ECOLOGY
Environment
any non-cold underground
Organization solitary, pair, or grove (3–8)
Treasure incidental
SPECIAL ABILITIES
Hallucination Cloud (Ex)
As a standard action once per minute, a basidirond can release a cloud of invisible spores in a 20-foot radius. All creatures within the area must succeed on a DC 16 Fortitude save or be affected by powerful hallucinations as long as they remain in the cloud plus 1d4 rounds after leaving the area. A new save must be made each round a creature remains within the affected area. A hallucination cloud persists for 5 rounds before dispersing—a strong wind causes it to disperse immediately. The save DC is Constitution-based. To determine what hallucination is suffered each round, roll 1d6 and consult the following table.
d6 Hallucination
1 You’re sinking in quicksand! Fall prone and spend 1 round flailing your arms and legs as if trying to swim.
2 Attacked by a swarm of spiders! Spend a full round action to attack the floor near you with your weapon.
3 An item you hold has turned into a viper! Drop it and flee from the item at top speed for 1 round.
4 You’re suffocating! Stand in place, hold your breath, and clutch at your throat for 1 round.
5 You’ve shrunk to 1/10th your normal size! Take no actions for 1 round and monsters won’t see you.
6 You’re melting! Grasp hold of yourself in an attempt to hold yourself together, and take no actions for 1 round.

Spores (Ex) Any creature struck by a basidirond’s slam attack is coated with spores. The creature struck must make a DC 16 Fortitude save or these spores take root in his flesh, and particularly in his lungs. The save DC is Constititon-based.
Basidirond Spores: Disease—inhaled; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
Cold Lethargy (Ex) Although a basidirond is immune to cold damage, any cold effect it is exposed to slows it for 1d4 rounds. During this time, the basidirond cannot use its hallucination cloud or spores.
 

Crypt Flower

A lone petal hangs over the opening of this bulbous, pitcher-shaped flower, which is flanked by a pair of serpentine vines.

Driven by pure instinct, this monstrously sized pitcher plant is much more aggressive than its more common and harmless insect-eating kin. Though a capable hunter, the crypt flower has no qualms about scavenging for its sustenance and eagerly devours living or rotting flesh. It maintains a proclivity for growing in graveyards and cemeteries, nursing itself on a diet of carrion, corpses, and vermin. Because the crypt flower gains its nutrients from decomposing organisms, the plant is nearly rootless and moves about by extending and retracting four thick clusters of rootlike shoots.  The crypt flower’s central, pitcher-shaped bulb is larger than an average adult human. A single petal hovers above the opening, acting as a sort of lid above rows of jagged spines that fold inward, overlapping each other almost like shark’s teeth. As soon as a victim comes near this maw, the overhanging petal slams down and the flower rapidly constricts. Its spines gnaw upon the captured prey, drawing it into the large, hollow pitcher to be dissolved in sweet-scented but acidic and toxic nectar.  In certain areas, bandit gangs or criminal organizations based in rural regions have taken the somewhat dangerous tradition of using crypt flowers to dispose of unwanted bodies. Since it makes no difference to a crypt flower whether it consumes an unwanted body and otherwise, complex pens or troughs are built to contain the flowers and limit their movements so that they can be “fed” with relative safety.  Crypt flowers typically grow between 8 to 10 feet tall and weigh 320 pounds.

CR 7 XP 3,200
N
Large plant
Init +1; Senses low-light vision, tremorsense 30 ft.; Perception +1
DEFENSE
AC
20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
hp 78 (12d8+24)
Fort +10, Ref +5, Will +5 
Immune plant traits; Resist acid 10
OFFENSE
Speed
20 ft.
Melee bite +13 (1d8+5 plus grab), 2 vines +13 (1d8+5 plus grab)
Ranged toxin splash +9 (poison)
Space 10 ft.; Reach 10 ft. (20 ft. with vine)
Special Attacks poison, swallow whole (1d6 acid plus poison, AC 15, 7 hp)
STATISTICS
Str
20, Dex 12, Con 14, Int —, Wis 13, Cha 6
Base Atk +9; CMB +15 (+19 grapple); CMD 26 (30 vs. trip)
SQ excavate, gushing wound
ECOLOGY
Environment
any land
Organization solitary, pair, or copse (3–8)
Treasure incidental
SPECIAL ABILITIES
Excavate (Ex)
A crypt flower can use its shoots to dig rapidly through soil, dirt, sand, or other loose ground. As a result of this constant excavation activity, the ground in a 20-foot radius around a crypt flower is treated as difficult terrain for all creatures except crypt flowers. 
Gushing Wound (Ex) Whenever an opponent scores a critical hit on a crypt flower with a slashing or piercing weapon, the flower’s toxic fluids squirt out. The attacker and all creatures adjacent to the attacker must attempt a DC 18 Reflex save or be doused in toxic fluids and thus exposed to the crypt flower’s poison. The save DC is Constitution-based. 
Poison (Ex) Contact; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 2 consecutive saves. 
Toxin Splash (Ex) As a standard action, a crypt flower can dip its vines into the toxic fluids within its pitcher and fling the liquid as a splash weapon with a range increment of 20 feet. A target struck, as well as all targets in the splash radius, are exposed to the crypt flower’s poison (although creatures in the splash radius gain a +4 bonus on Fortitude saves to resist the poison). A crypt flower can use its toxin splash once every 1d4 rounds. The save DC is Dexterity-based. 
Vines (Ex) A crypt flower’s vines are primary natural attacks that deal bludgeoning damage.
 

Moonflower

A twisted trunk clustered with bulbous blossoms holds up a gaping mouth ready to swallow a victim whole.

A fully grown moonflower easily stands 20 feet tall, its massive trunk frequently 4 feet or more in diameter. The roots extend away from the base and into the soil, making the plant seem well anchored, but the roots themselves possess an agility that belies the great size of the plant and allows the moonflower to uproot itself and move with surprising speed. The tendrils of the plant are independently prehensile and writhe around the large flytrap-like headthat crowns the stem. Moonflowers have never been known to communicate with other creatures, even with druids and others who regularly converse with plants. The plants do possess some manner of strange telepathy, though, and are in constant communication with their nearby brethren. Those who manage to intrude upon the creaturesalien thoughts face an assault of horrible visions of terrifying jungles filled with ancient, sentient, and malign plants.

CR 8 XP 4,800
N
Huge plant
Init +4; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC
21, touch 8, flat-footed 21 (+13 natural, –2 size)
hp 104 (11d8+55); fast healing 5
Fort +12, Ref +3, Will +4
DR 10/slashing; Immune electricity, plant traits; Resist cold 10
Weaknesses vulnerability to fire
OFFENSE
Speed
20 ft.
Melee bite +15 (2d6+9 plus grab), 2 tentacles +13 (1d8+4)
Space 15 ft.; Reach 15 ft.
Special Attacks light pulse, pod prison
STATISTICS
Str
28, Dex 10, Con 21, Int 5, Wis 12, Cha 17
Base Atk +8; CMB +19 (+23 grapple); CMD 29 (cant be tripped)
Feats Blind-Fight, Improved Initiative, Improved Sunder, Multiattack, Power Attack, Skill Focus (Stealth)
Skills Perception +9, Stealth +4 (+20 in thick vegetation)
Racial Modifiers +16 Stealth in thick vegetation
Languages telepathy (1 mile, other moonflowers only)
SQ pod spawn
ECOLOGY
Environment
any land
Organization solitary or cluster (2–8)
Treasure standard
SPECIAL ABILITIES
Light Pulse (Su)
As a standard action, a moonflower can release a pulse of bright light. All creatures within a 50- foot burst that can see the moonflower must make a DC 20 Fortitude save or be blinded for 1d4 rounds. Moonflowers are immune to this ability. The save DC is Constitution-based.
Pod Prison (Ex) This works like the swallow whole ability, except the moonflower can only use it once every 1d4 rounds, and the swallowed creature is immediately wrapped in a tight digestive cocoon and expelled into an adjacent square, where it takes damage every round (2d6 bludgeoning and 2d6 acid, AC 15, 25 hp). The cocooned target cannot use Escape Artist to get out of the cocoon. Other creatures can aid the target by attacking the cocoon with piercing or slashing weapons, but the creature within takes half the damage from any attack against the cocoon. Once the cocoon is destroyed, it deflates and decays. Each creature swallowed by a moonflower is encased in its own cocoon.
Pod Spawn (Ex) Should a moonflowers pod prison kill and digest a Small or larger creature, the pod transforms into an adult moonflower with full hit points after 1d4 hours. The newly formed moonflower has its own consciousness, but some aspect of its trunk or blossoms resembles the creature that died within. The dead creatures equipment remains inside the new moonflower and can be retrieved by killing it.
 

Fungus Queen

This eerie creature has the upper body of a beautiful, pale green woman, but her lower body is a pulsating mound of fungus.

Hundreds of years ago, a cabal of powerful succubus assassins attempted to invade the Abyssal realm of the demon lord of disease and fungus. These succubi sought   to slay a powerful witch who had befouled a profane temple the assassins served. The succubi failed at their mission, and from their corpses grew the first fungus queens. Pleased with this development, the witch seeded numerous Material Plane worlds with fungus queen spores, and these new fungus queens have taken to these new environments like rot to a carcass; today, hundreds of the subversive creatures dwell in the fouler reaches of the Material Plane. They are particularly fond of large cave systems and the slums of ruined cities. Fungus queens also often dwell in areas of corrupted woodlands where blighted fey rule, or in the sewers of active cities with an unusually large amount of magical pollution.  An encounter with a normally unintelligent plant monster acting in a sinister and organized way can be evidence of the manipulation of a fungus queen, but fungus queens are equally fond of commanding and keeping other creatures as pets and slaves—particularly attractive humanoids. Especially favored minions are given the gift of the fungus queen’s embrace and are transformed into fungoid minions forever loyal to their pallid mistress. Yet a fungus queen knows that a diverse array of guardians is best, and is certain to keep some non-plant minions on hand to protect her lair.  Fungus queens are violently jealous and possessive. Those who attempt to lure away their charmed and dominated pets or cure those who have been infested elicit their eternal ire, but it is succubi that most enrage fungus queens. Whether this is due to a simple territorial conflict or some deeper hatred born of their unique genesis, a fungus queen faced with someone whom she even suspects might be a succubus is a terror indeed, for in such battles the plants abandon their normal approach of subtle mental control and trickery, instead bringing all of their power to bear in an attempt to rip the offending creature apart. Fungus queens also take great and specific delight in transforming succubi into fungoid creatures under their control.  While their jealousy doesn’t compel them to do battle with other fungus queens, they are always careful to maintain their own territories apart from any nearby queens, and they take great pains not to “poach” from their sisters’ harems of charmed and infested pets.  Many fungus queens grow quite powerful over time, typically gaining class levels in bard, ranger, or sorcerer— they generally do not become more powerful by merely gaining racial Hit Dice or increasing in size. Fungus queen druids are remarkably rare.  A fungus queen is 6 feet tall and weighs 150 pounds.

FUNGOID SIMPLE TEMPLATE (CR +1)  
Creatures with the fungoid simple template appear as they did in life, save that their flesh is pallid and moist and mushrooms and mold cake their bodies. This template can be applied to any living, non-plant creature. A fungoid creature’s quick and rebuild rules are the same.  
Rebuild Rules: The creature’s type changes to plant, and it gains all of the traits of the plant type. The creature gains telepathy with a range of 100 feet with other fungoid creatures. Its alignment changes to chaotic evil.  
Fungal Creature Template: Optionally, you can use the fungal creature template to represent creatures transformed by a fungus queen. In this case, the fungal creature’s alignment changes to chaotic evil.

CR 9 XP 6,400
CE
Medium plant (extraplanar)
Init +7; Senses darkvision 60 ft., detect good, low-light vision; Perception +18
DEFENSE
AC
23, touch 13, flat-footed 20 (+3 Dex, +10 natural)
hp 114 (12d8+60)
Fort +13, Ref +7, Will +7
DR 10/cold iron or good; Immune electricity, plant traits; Resist acid 10, cold 10; SR 20
OFFENSE
Speed
20 ft.
Melee 2 claws +14 (1d6+5), 4 tentacles +12 (1d4+2 plus grab)
Special Attacks compel plants, constrict (1d4+5), create spawn, energy drain (1 level, DC 23), sporepod
Spell-Like Abilities (CL 9th; concentration +16)
Constant—detect good, tongues
At will—veil (DC 23, self only)
3/day—charm monster (DC 21), detect thoughts (DC 19), suggestion (DC 20)
1/day—dominate person (DC 22), mind fog (DC 22), slow (DC 20)
STATISTICS
Str
21, Dex 17, Con 21, Int 18, Wis 16, Cha 24
Base Atk +9; CMB +14 (+18 grapple); CMD 27 (can’t be tripped)
Feats Combat Expertise, Combat Reflexes, Improved Initiative, Multiattack, Power Attack, Skill Focus (Disguise)
Skills Bluff +22, Disguise +28, Knowledge (dungeoneering, planes) +10, Perception +18, Sense Motive +18, Use Magic Device +22
Languages Abyssal, Aklo, Common, Undercommon; telepathy 100 ft.; tongues
SQ plant empathy +23
ECOLOGY
Environment
any underground
Organization solitary or cult (fungus queen plus 2–12 controlled plants and minions)
Treasure double
SPECIAL ABILITIES
Compel Plants (Su)
A fungus queen’s mind-affecting powers and spell-like abilities (and spells, should the fungus queen gain the ability to cast them) affect plant creatures (but not mindless plant creatures) as if they weren’t immune to mind-affecting effects. 
Create Spawn (Su) A creature that would normally be slain by a fungus queen’s energy drain attack is not killed—instead, it immediately loses all negative levels imparted by the fungus queen and transforms into a fungus-infested minion in her service. Most creatures gain the fungoid simple template, but vermin slain by a fungus queen instead rise as spore zombies. Fungoid creatures and spore zombies are under the control of the fungus queen that created them, and remain enslaved until that fungus queen is destroyed or until they are cured of the infestation. A fungus queen can communicate telepathically with her fungoid spawn at any range as long as they are on the same plane. She can control a number of Hit Dice worth of enslaved spawn totaling no more than double her own Hit Dice. Any spawn she creates that would exceed this limit become free-willed fungoid creatures or spore zombies. A fungus queen can free an enslaved spawn in order to enslave a new spawn, but once freed, a creature cannot be enslaved again (although fungoid creatures can still be influenced by the fungus queen’s compel plants and plant empathy abilities).
Energy Drain (Su) A fungus queen drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before she can use this ability. The fungus queen’s embrace bestows one negative level and has the effect of a suggestion spell, asking the victim to accept another act of passion from the fungus queen. The victim must succeed on a DC 23 Will save to negate the suggestion. The DC is 23 for the Fortitude save to remove a negative level. Creatures killed by this attack do not die—they instead become infested with the fungus queen’s spores (see Create Spawn above). The save DCs are Charisma-based.
Plant Empathy (Ex) This ability functions as the druid’s wild empathy ability, save that a fungus queen can use this ability only on plant creatures. A fungus queen gains a +4 racial bonus on this check. Mindless plant creatures are imparted with a modicum of implanted intelligence when a fungus queen uses this ability, allowing her to train them as guardians. 
Sporepod (Su) As a standard action, a fungus queen can cause a Medium pod of fungal material to burst out of the ground at any point within 60 feet of her current location. Once created, a sporepod cannot move. If the fungus queen travels more than 120 feet from a sporepod, it is destroyed. A fungus queen can maintain a number of sporepods equal to her Charisma modifier (7 for the typical fungus queen). As a move action, she can instantaneously travel to one of her sporepods as if using transport via plants. She can also choose to spread out her tentacle attacks among her sporepods, attacking a creature within 5 feet of any sporepod with a tentacle, though she is still limited to making only four tentacle attacks as part of a full attack, and only one as a standard action. A sporepod is an object with an AC of 15 and 20 hit points; damage dealt to a sporepod does not harm the fungus queen.
 

Bonethorn

Ligaments of stringy black fungus connect the bones of this filthy skeleton. In numerous places, the fungus has formed thorny growths.

Bonethorns form from bodies devoured and reanimated by a hideous, flesh-eating fungus. After consuming a creature’s flesh, the fungus binds to the bones and takes the place of the body’s muscular system. As the fungus spreads across the skeleton, it solidifies into numerous raised spikes used to implant fungal spores into other living creatures. Once permanently affixed, it uses the host skeleton to move around so as to spread spores and create more bonethorns.  A bonethorn has a rudimentary intellect, but spends most of its time seeking new hosts. When flesh isn’t available, the fungus goes dormant and can remain so for hundreds of years. While dormant, the bonethorn is inanimate. As soon as the fungus senses life, it reanimates the skeleton—an action easily confused for a corpse rising from the dead. This can fool clerics into trying to turn the creatures, which absorb the positive energy to their benefit.  A typical bonethorn is 6 feet tall and weighs 60 pounds.

CR 12 XP 19,200
N
Medium plant
Init +10; Senses lifesense, low-light vision; Perception +22
DEFENSE
AC
27, touch 17, flat-footed 20 (+6 Dex, +1 dodge, +10 natural)
hp 150 (20d8+60)
Fort +15, Ref +14, Will +11
Defensive Abilities positive energy absorption; DR 10/bludgeoning; Immune plant traits
OFFENSE
Speed
30 ft.
Melee gore +24 (2d6+9 plus spores), 2 claws +24 (2d6+9/19–20 plus spores)
Special Attacks critical implantation
STATISTICS
Str
28, Dex 23, Con 17, Int 2, Wis 16, Cha 9
Base Atk +15; CMB +24; CMD 41
Feats Combat Reflexes, Critical Focus, Dodge, Improved Critical (claw), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Sickening Critical, Skill Focus (Perception)
Skills Perception +22, Stealth +19
ECOLOGY
Environment
any
Organization solitary, gang (2–6), or pack (7–12)
Treasure incidental
SPECIAL ABILITIES
Critical Implantation (Ex)
If a bonethorn scores a critical hit with any of its natural weapons, the victim takes a –4 penalty on its Fortitude save to resist the spore effect. 
Positive Energy Absorption (Sp) Those attempting to affect a bonethorn with positive energy quickly discover their mistake. Not only does positive energy heal the bonethorn (as it is a living creature, not undead), but it also absorbs the positive energy, boosting its metabolism. Whenever a bonethorn is affected by positive energy, it gains the benefits of haste and fast healing 5 for 1 round. This duration increases to 2 rounds if the bonethorn is not wounded at the time it is affected by positive energy. The durations from multiple exposures to positive energy effects stack. 
Spores (Su) Each time a bonethorn deals damage with its spore-laden natural attacks, its victim must attempt a DC 23 Fortitude save to avoid becoming infested by the fungus. If the victim fails, the fungus swiftly propagates through its body, erupting from wounds and ripping through undamaged flesh, dealing 2d6 points of slashing damage per round at the start of the infected creature’s turn. A creature that has a skeleton and that dies while infested with bonethorn spores is consumed over the course of 2d6 rounds, after which a new bonethorn rises from the remains. A new bonethorn created in this manner from a Large or larger body can animate only a Medium-sized portion of the skeleton, resulting in strange, partially skeletal hosts that have similar statistics to a bonethorn grown from a humanoid host. Burning or otherwise completely destroying the victim’s body before the spores complete their consumption prevents it from becoming a new bonethorn. This is a disease effect. The save DC is Constitution-based.
 

Mu Spore

Tentacles and eyes cover this floating, fungoid monster, and its vast mouth opens like a toothy cavern.

A mu spore is a thankfully rare plant of vast power and strange intellect. The smallest of mu spores (such as the one presented here) are never less than a hundred feet long from tentacle tip to tentacle tip, and weigh a minimum of 200,000 pounds. Yet despite their vast bulk, mu spores are capable of flying with an uncommon grace, venting jets of foul-smelling spores to guide their flight through the air. Mu spores dwell in vast caverns, but sometimes drift up to the surface through immense pits or tunnels—they have no fear of sunlight, but prefer nocturnal habits. Mu spores are more than just ravenous eaters of nations—they possess uncommon intellects, and if peaceful contact can be made, their knowledge can be quite valuable. Even more valuable, to many debased alchemists, are the strange secretions and spores they emit, for these rare materials can be brewed into the strangest of drugs and elixirs.

CR 21 XP 409,600
CN
Colossal plant
Init +3; Senses blindsight 240 ft., low-light vision; Perception +43
DEFENSE
AC
37, touch 1, flat-footed 37 (–1 Dex, +36 natural, –8 size)
hp 418 (31d8+279); fast healing 10
Fort +26, Ref +11, Will +19
Defensive Abilities grasping tendrils; DR 10/epic; Immune plant traits; Resist acid 30
OFFENSE
Speed
40 ft., fly 30 ft. (perfect)
Melee bite +32 (6d6+16/19–20 plus grab), 4 tentacles +27 (3d8+8/19–20 plus grab)
Space 30 ft.; Reach 30 ft. (60 ft. with tentacle)
Special Attacks spore cough, constrict (3d8+16), swallow whole (20d8 acid, AC 28, 41 hp)
STATISTICS
Str
42, Dex 9, Con 29, Int 18, Wis 28, Cha 29
Base Atk +23; CMB +47 (+51 grapple); CMD 56 (can’t be tripped)
Feats Awesome Blow, Critical Focus, Greater Bull Rush, Greater Vital Strike, Improved Bull Rush, Improved Critical (bite), Improved Critical (tentacles), Improved Initiative, Improved Lightning Reflexes, Improved Vital Strike, Lightning Reflexes, Power Attack, Staggering Critical, Vital Strike, Weapon Focus (bite), Weapon Focus (tentacles)
Skills Fly +33, Knowledge (dungeoneering, geography, nature) +35, Perception +43, Sense Motive +40
Languages Aklo, Common, Terran, Undercommon
ECOLOGY
Environment
any
Organization solitary or pair
Treasure standard
SPECIAL ABILITIES
Grasping Tendrils (Ex)
Sticky, arm-length tendrils cover a mu spore. A mu spore can use these tendrils to attempt a grab as an immediate action when an adjacent creature hits it with a melee attack. As it is only using the tendrils (instead of conducting the grapple normally), it takes a –20 penalty to its CMB to make and maintain the grapple (+31 CMB with tendrils). The mu spore does not gain the grappled condition while grappling a creature with its tendrils.
Spore Cough (Su) Once every 1d4 rounds as a standard action, a mu spore can release a cloud of burrowing spores in a 100- foot cone. The burrowing spores deal 20d8 points of damage to all creatures and wooden structures in the area, or half damage to any creatures that make a DC 34 Reflex save. Plants and plant creatures are immune to this damage. The save DC is Constitution-based.