Glimmer-Spore Drift
A pocket of floating, iridescent fungal spores that react to heat and movement. When disturbed, they cling to organic matter, causing irritation and illuminating the victim.
Glimmer-Spore Drift
Defenses
Detection
“Clusters of tiny, glowing blue specks that hover in the air like dust motes caught in a sunbeam, often found near decaying logs or ancient oak roots.”
Standard Engagement
A creature enters the 5 foot square occupied by the drift or touches a spore-covered object.
None
The fungal colony releases a new drift of spores every 24 hours until the central puffball (located on the ground or a nearby trunk) is destroyed.
The creature must make a DC 12 Constitution saving throw. On a failure, the creature takes 1d6 poison damage and is poisoned for 1 minute. While poisoned in this way, the creature sheds dim blue light in a 10 foot radius and cannot benefit from being invisible or the Hidden condition.
On a failed save, the creature also suffers from uncontrollable sneezing, giving them disadvantage on Stealth checks for the duration of the poisoning.
If a creature covers its mouth and nose with a damp cloth before entering the area, it has advantage on the saving throw against the spores.
The drift occupies a 5 foot cube. Any creature starting its turn inside the drift or entering it for the first time on a turn must make the saving throw.
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