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Yellow molds were a relatively common variety of underground fungal mold.[5]

Description[]

Specimens of this mold were found to display a wide range of yellow hues, ranging from pale to golden.[5][4] They were most commonly found as 5 feet (1.5 meters) patches,[6] though far larger patches were known to exist.[5][4]

Behavior[]

Being a fungus, yellow molds had no intellect. On rare occasions, colonies that grew to encompass at least 300 square feet (28 square meters) would begin to form a collective intelligence.[5][4]

Biology[]

Anything touched one of these molds had the chance of causing a patch to release a cloud of asphyxiating spores,[5][4][3] in a 10 feet (3 meters) radius.[4][6] Sentient colonies could willingly project a spore cloud from as far away as they could sense a creature.[4]

Yellow mold was very vulnerable to fire, both natural and magical. Both natural and artificial sunlight, such as that produced by the spell continual light, were known to drive yellow mold into a dormant state.[5][4][3] In some cases, sunlight could outright destroy a patch of it.[6]

Senses[]

Yellow mold colonies that had obtained a form of collective intelligence could sense creatures from varying degrees of distance, typically from 10​ to ​60 feet (3​ to ​18 meters).

Abilities[]

Yellow mold colonies that obtained collective intelligence displayed a number of unique abilities. They had a psionic sense,[4][7] allowing them to detect the use of psionic abilities at varying degrees, typically in a range of 20​ to ​120 feet (6.1​ to ​37 meters).[5][4]

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 permanently drained of a small degree of their intellect.[4] These yellow mold colonies also possessed the telepathic abilities of mindwipe[4][7] and id insinuation.[5][4][7] Scholars once believed that these colonies needed to rest for one to four days after using their psionic abilities before they could employ them again.[4]

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.[4][5][7]

History[]

Circa 1370 DR, yellow molds were one of the many fungal exports of the drow city of Ched Nasad.[8]

In 1372 DR, yellow mold could be found infesting the crypts of Dordrien.[9].

Variants[]

A "golden mold" of the exact same hue as gold dwelt in a ruined temple in Myshella. This was in spite of a phaerimm lifedrain effect operating constantly, but it otherwise acted exactly the same as a normal yellow mold.[10]

Ecology[]

Habitats[]

These creatures were typically found underground,[5] in areas that were dark and moist.[4] Yellow molds were one of the many hazards that adventurers could encounter in parts of the Underdark.[11][12] Two such places were the Whorlstone Tunnels beneath Gracklstugh[11] and the Undermoor, the Underdark reaches beneath High Moor.[13]

Yellow mold could also be found growing in the sewers of Mulmaster,[14] the sewers of Waterdeep,[15] and in some of the many dungeons scattered throughout Kara-Tur.[16]

Outside of the Prime Material plane, some encountered yellow mold growing in the land of Barovia[17] and some parts of the Abyss.[18] Especially those ruled over by the demon lord Zuggtmoy[19] and Ghaunadaur's aspect Jubilex.[20] Such as Shedaklah, the Slime Pits, 222nd layer of the Abyss.[21]

Usages[]

Some creatures would hide yellow mold inside a sack to act as a form of trap.[22]

Some liches would grow patches of yellow mold in the entrances of their secret lairs to act as a first line of defense against any potential intruders.[23]

Appendix[]

See Also[]

Appearances[]

Adventures
Dungeon #21, "Jammin'"Dungeon #40, "Khamsa's FollyRuined Kingdoms, "Secrets of the Seal"City of the Spider QueenCurse of StrahdOut of the AbyssBaldur's Gate: Descent into AvernusIcewind Dale: Rime of the Frostmaiden
Organized Play & Licensed Adventures
Ghosts of Dragonspear CastleIt's All in the Blood
Board Games
Betrayal at Baldur's Gate
Card Games
AD&D Trading Cards

References[]

  1. Mike Mearls, Jeremy Crawford, Christopher Perkins, James Wyatt (2014). Dungeon Master's Guide 5th edition. (Wizards of the Coast), p. 105. ISBN 978-0786965622.
  2. Christopher Perkins, et al. (August 2013). Ghosts of Dragonspear Castle. (Wizards of the Coast), p. 251. ISBN 978-0786965311.
  3. 3.0 3.1 3.2 Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide v.3.5. (Wizards of the Coast), p. 76. ISBN 0-7869-2889-1.
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 4.15 4.16 Doug Stewart (June 1993). Monstrous Manual. (TSR, Inc), p. 255. ISBN 1-5607-6619-0.
  5. 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 Gary Gygax (December 1977). Monster Manual, 1st edition. (TSR, Inc), p. 71. ISBN 0-935696-00-8.
  6. 6.0 6.1 6.2 Mike Mearls, Jeremy Crawford, Christopher Perkins, James Wyatt (2014). Dungeon Master's Guide 5th edition. (Wizards of the Coast), p. 105. ISBN 978-0786965622.
  7. 7.0 7.1 7.2 7.3 Steve Winter (1991). The Complete Psionics Handbook. (TSR, Inc.), p. 124. ISBN 1-56076-054-0.
  8. Eric L. Boyd (November 1999). Drizzt Do'Urden's Guide to the Underdark. Edited by Jeff Quick. (TSR, Inc.), p. 50. ISBN 0-7869-1509-9.
  9. James Wyatt (September 2002). City of the Spider Queen. (Wizards of the Coast), p. 15. ISBN 0-7869-1212-X.
  10. Steve Cansdale (November 1998). “Just Deserts - Part 2”. Polyhedron UK #2 (Wizards of the Coast), p. 14.
  11. 11.0 11.1 Christopher Perkins, Adam Lee, Richard Whitters (September 1, 2015). Out of the Abyss. Edited by Jeremy Crawford. (Wizards of the Coast), pp. 27, 68–69. ISBN 978-0-7869-6581-6.
  12. Bruce R. Cordell, Gwendolyn F.M. Kestrel, Jeff Quick (October 2003). Underdark. (Wizards of the Coast), p. 110. ISBN 0-7869-3053-5.
  13. Tim Beach (October 1995). “The High Moor”. In Julia Martin ed. Elminster's Ecologies Appendix II (TSR, Inc), p. 17. ISBN 0786901713.
  14. Darrin Drader, Thomas M. Reid, Sean K. Reynolds, Wil Upchurch (June 2006). Mysteries of the Moonsea. Edited by John Thompson, Gary Sarli. (Wizards of the Coast), p. 100. ISBN 978-0-7869-3915-2.
  15. Eric L. Boyd (June 2005). City of Splendors: Waterdeep. (Wizards of the Coast), p. 124. ISBN 0-7869-3693-2.
  16. Rick Swan (July 1990). Monstrous Compendium Kara-Tur Appendix. (TSR, Inc.). ISBN 0-88038-851-X.
  17. Christopher Perkins, Tracy Hickman, Laura Hickman (March 2016). Curse of Strahd. Edited by Kim Mohan. (Wizards of the Coast), p. 78. ISBN 978-0-7869-6598-4.
  18. Douglas Niles and Michael Dobson (1988). The Throne of Bloodstone. (TSR, Inc), pp. 36, 41. ISBN 0-8803-8560-X.
  19. Douglas Niles and Michael Dobson (1988). The Throne of Bloodstone. (TSR, Inc), p. 41. ISBN 0-8803-8560-X.
  20. Douglas Niles and Michael Dobson (1988). The Throne of Bloodstone. (TSR, Inc), p. 37. ISBN 0-8803-8560-X.
  21. Wolfgang Baur and Lester Smith (1994-07-01). “The Book of Chaos”. In Michele Carter ed. Planes of Chaos (TSR, Inc), p. 22. ISBN 1560768746.
  22. Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide v.3.5. (Wizards of the Coast), p. 83. ISBN 0-7869-2889-1.
  23. Johnathan M. Richards (October 1996). “Bazaar of the Bizarre: Lich Magical Items”. In Pierce Watters ed. Dragon #234 (TSR, Inc.), p. 81.
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