Eyesore

Rare Mushroom 

  • Any creature that steps on an Eyesore must make a DC 14 Dexterity saving throw taking 5d6 acid damage and being blinded for 1 hour on a failure, taking half damage and only being blinded until the end of their next turn on a success. This effect can only happen once per minute.
    • Eyesore also releases deadly vapours within 5 ft. of it that last for 3 rounds. If a creature starts their turn or enters the area for the first time during their turn, they must make a DC 8 Constitution saving throw, taking 2d6 acid damage and being blinded until the end of their next turn on a failure.
      • If a creature ends their turn in the vapours, they are affected by the full effect of the vapours as if they had stepped on the eyesore.
  • Eyesore adapts its colour and shape to match its surroundings. Seeing it on the ground requires a DC 18 Wisdom (Perception) check. .
  • Eyesore can be extracted from the ground without releasing its vapours with a successful DC 18 Dexterity (Nature) check and can be planted somewhere else. Any area of effect that damages the carrying creature also damages the Eyesore as well.
    • If a creature is carrying or holding an Eyesore, they must succeed on a DC 15 Dexterity saving throw at the start of each of its turns, Eyesore behaves as if it was stepped on on a failure.
  • Eyesore has 20 Hit Points, AC 5, and is immune to psychic and poison damage. When an Eyesore loses all of its hitpoints it explodes, resulting in a similar result as if stepped upon, but the damage rolls are increased by 2d6 and all DCs are increased by 3. This effect happens even if Eyesore’s vapours haven’t recharged yet. 

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