HELP! What happend to the Molds?


3.5/d20/OGL

Grand Lodge

I am writing a fun little Egyptian adventure and flipped open my Monster Manual to Molds.

Can't find them.

Went to d20SRD.com and went to click on Molds and can't find them.

What gives?

What happened to Molds and when did they disappear from the Monster Manual?

Dark Archive

Perhaps the one you seek is here.

Liberty's Edge

Right, those things were considered hazards in 3.x, and they appear in the DMG, not the MM!

-DM Jeff


Krome wrote:

I am writing a fun little Egyptian adventure and flipped open my Monster Manual to Molds.

Can't find them.

Went to d20SRD.com and went to click on Molds and can't find them.

What gives?

What happened to Molds and when did they disappear from the Monster Manual?

The dingos ate your mold...

Paizo Employee Chief Technical Officer

[moved to 3.5 forum]

Scarab Sages

Yup, they're hazards like traps etc.


Set wrote:
Perhaps the one you seek is here.

... which covers the Brown and Yellow variants admirably. The Black variant can be found in Cityscape. There is also a Dragon variant in Dragons of Faerun.

Grand Lodge

Well that was just plain stupid... Molds are Monsters darn it! not traps. Course I plan on using the Mold sort of like a trap, but that is beside the point :)

Thanks guys.

Grand Lodge

Well shoot they don't quite do what I need them to do. I guess I need a new mold. The Yellow Mold is close, but the Fort save is laughably low. DC15 Fort save for level 10 PCs...

I am figuring on a Gray Mold
Gray Mold exists in ancient tombs and graves, frequently growing in the cavities of corpses. If the host is attacked, all within 10 feet of the mold must make a DC 20 Fortitude save or take 1d6 points of Constitution damage. Another DC 20 Fortitude save is required 1 minute later—even by those who succeeded on the first save—to avoid taking 2d6 points of Constitution damage. In addition Gray mold feeds on warmth, drawing heat from anything around it. The temperature is always cold in a 30-foot radius around it. Living creatures within 5 feet of it take 2d6 points of nonlethal cold damage. Cold damage, such as from a cone of cold, instantly destroys it.

Idea being that when ya hit one of my mummies you disturb the Mold and better start making your Fort Saves.

I am figuring CR 7 for it?

Or anyone have a better idea? What I am looking for is something that does a radiant nonlethal damage and acts like a poison.

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