Ascomoid (CR 6/MR 2)

Mythic Ascomoid (CR 6/MR 2)
XP 2,400
Pathfinder Roleplaying Game Bestiary 3
N Large plant (mythic)
Init +1; Senses low-light vision, tremorsense 60 ft.; Perception +0


AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
hp 68 (7d8+37)
Fort +8, Ref +3, Will +2
Defensive Abilities DR 10/epic and piercing; Immune plant traits; Resist electricity 10, fire 10


Speed 40 ft.
Melee slam +9 (2d8+7)
Space 10 ft.; Reach 5 ft.
Special Attacks fungal juggernautMA, mythic power (2/day, surge 1d6), poison, puffball avalancheMA, spores, trample (2d8+7, DC 18)


Str 20, Dex 13, Con 17, Int —, Wis 11, Cha 1
Base Atk +5; CMB +11 (+14 overrun); CMD 22 (25 vs. overrun, can’t be tripped)
Feats Charge ThroughB, Improved OverrunMF, B
SQ spore jetMA


Environment any underground
Organization solitary or cluster (2–8)
Treasure none

Special Abilities

Fungal Juggernaut (Ex) A mythic ascomoid gains Charge Through as a bonus feat, and in addition it can attempt an overrun combat maneuver as a free action against any creature that fails its saving throw against its trample attack. If a creature in the path of its trample attack succeeds on its Reflex save, a mythic ascomoid can spend one use of its mythic power as an immediate action to attempt an overrun combat maneuver against that creature.

Poison (Ex) Spores-inhaled; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 2 consecutive saves.

Puffball Avalanche (Ex) A mythic ascomoid gains a +2 circumstance bonus on attack rolls whenever it attacks from higher ground; this stacks with the normal attack roll bonus for higher ground. If it begins a trample attack from higher ground, it increases the save DC by 2.

Spore Jet (Ex) A mythic ascomoid can spend one use of its mythic power as a swift action to use its jet of spores to propel itself into the air. This produces a 10-foot radius cloud of spores centered on the ascomoid’s position, while allowing the ascomoid to launch itself up to 30 feet in any direction, including straight up. This movement does not provoke attacks of opportunity, and the ascomoid does not take falling damage when it lands, unless it falls farther than 30 feet. A mythic ascomoid can make a single attack at the end of this movement, which is treated as a charge attack even if it did not move in a straight line. If the mythic ascomoid launched itself into the air, it is considered to be attacking from higher ground with this attack.

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.

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