Colored in various shades of gray, mauve, and olive, this fungal nightmare resembles a towering gargoyle or demon with many horn-like growths sprouting from its body to form vicious teeth and claws.
Mold devils are sinister and twisted plant creatures that inhabit dense forests, waterlogged swamps, and large underground mushroom patches. While its normal form is that of a large patch of thick gray, purple, or green mold, the mold devil can assume the form of a large humanoid with spikes, fangs, claws, and other fiendish-looking features…
Mold Devil (CR 9)
NE Large plant
Init +7; Senses darkvision 60 ft.; Perception +12
AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 size)
hp 114 (12d8+60); fast healing 10
Fort +12, Ref +7, Will +6
Defensive Abilities plant traits; DR 5/piercing and magic; Resist fire 10
Speed 30 ft.
Melee 2 claws +14 (1d8+6), bite +15 (1d6+6 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks fiendish mimicry, poison, pounce
Str 23, Dex 16, Con 19, Int 7, Wis 14, Cha 16
Base Atk +9; CMB +16; CMD 29
Feats Blind-Fight, Improved Initiative, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Weapon Focus (bite)
Skills Perception +12, Stealth +13 (+21 in undergrowth); Racial Modifiers +8 Stealth in undergrowth
SQ mold form
Environment temperate or tropical forests, swamps, and underground
Organization solitary or grove (2 – 4)
Fiendish Mimicry (Su) A mold devil can magically disguise itself as a fiend such as a horned devil or nabasu as a swift action, cloaking itself in an illusion that functions as the disguise self spell (CL 12th). So long as no creature sees through the mold devil’s disguise (it gains a +13 bonus on its Disguise checks when using this ability), it gains a +2 morale bonus on attack rolls, damage rolls, and saving throws.
As soon as a creature sees through the disguise, the illusion shatters, and the mold devil cannot use the ability against the same creature for 24 hours.
Poison (Ex) Bite—injury; save Fort DC 20 (Constitution-based); frequency 1/round for 6 rounds; effect 1d3 Dexterity damage; cure 2 consecutive saves.
Mold Form (Ex) A mold devil can assume the form of a pile of inert mold as a move action. While in mold form, the mold devil is immune to weapon damage, but it cannot take any actions, and it suffers an extra 50% damage from area-effect attacks and spells. Creatures viewing a mold devil in mold form must make a Knowledge (nature) or Perception check (DC 30) to realize that it is anything other than an unusually large patch of fungi. A mold devil can resume its humanoid form as a full-round action that draws attacks of opportunity.
Originally created from ordinary patches of mold subjected to infernal energy during botched summoning rituals, mold devils have since spread in number, feasting on the blood and bones of any creatures to fall into their clutches. Perfect ambush predators, mold devils use their fiendish mimicry power to confuse and frighten powerful or well-armored prey, often fleeing or assuming mold form if their ruse is discovered.
Mold devils hate most other forms of life but are drawn to fiends, often mimicking their behavior and habits. Fiends are generally disgusted by mold devils, but certain arch-devils or demon lords find them useful as servitors and guardians.
Mold devils have no digestive track to speak of, and must assume mold form to gain nourishment from the corpses of creatures they have killed, slowly liquefying the remains with powerful fungal enzymes. Thus it is possible to come across a mold devil in the process of dissolving a past victim.
The typical mold devil is 9 ft. tall and weighs over 600 lb., though larger specimens with greater illusory powers have been spotted in ancient jungles and vast underground mushroom forests.