Yellow mold

Yellow molds were a relatively common variety of underground fungal mold.

Descripiton
Specimens of this mold were found to display a wide range of yellow hues, ranging from pale to golden.

Behavior
Being a fungus, yellow molds had no intellect. On rare occasions, colonies that grew to encompass at least would begin to form of collective intelligence.

Biology
Any creature or wood that touched one of these molds had the chance of causing a patch to release a cloud of asphyxiating spores, in a  radius. Sentient colonies could willingly project a spore cloud from as far away as they could sense a creature.

Yellow mold was very vulnerable to fire, both natural and magical. The spell continual light was also known to make patches grow dormant for a small period of time.

Senses
Yellow mold colonies that had obtained a form of collective intelligence could sense creatures from varying degrees of distance, typically from.

Abilities
Yellow mold colonies that obtained collective intelligence displayed a number of unique abilities. They had psionic sense, allowing them to detect the use of psionic abilities at varying degrees, typically in a range of.

Twice per day they could psionically compel other creatures in a manner similar to the spell suggestion, except those affected had a chance of being drained of their intellect. These yellow mold colonies also possessed the telepathic abilities of mindwipe and id insinuation. Prior to the Time of Troubles, a colony typically needed to rest for one to four days extensive use of their psionic abilities before they could use them again.

Yellow mold colonies could not be attacked psionically unless there were a third-party, such as a cleric, who could telepathically communicate with plants. Said party was needed to channel psionic attacks into a form that could affect the colony's vegetable intelligence.

History
Circa 1370 DR, yellow molds were one of the many fungal exports of the drow city of Ched Nasad.

Habitats
These creatures were typically found underground. They were one of the many hazards that adventurers could encounter in the Underdark, particularly in the Whorlstone Tunnels beneath Gracklstugh.

Appearances

 * Adventures
 * Dungeon #40, "Jammin'"
 * Dungeon #40, "Khamsa's Folly
 * City of the Spider Queen
 * Out of the Abyss
 * Baldur's Gate: Descent into Avernus
 * Board Games
 * Betrayal at Baldur's Gate
 * Organized Play & Licensed Adventures
 * It's All in the Blood