Violet Fungus

Violet Fungus Creature 3

N Medium Fungus Mindless

Senses Perception +8; no vision, tremorsense 60 feet

Skills Stealth +9

Str +4, Dex +0, Con +3, Int –5, Wis +1, Cha –2

AC 17; Fort +10, Ref +7, Will +6

HP 60; Immunities bleed, fatigued, mental, poison, sleep, unconscious; Weaknesses fire 5

Speed 10 feet

Melee [one-action] tentacle +11 (agile, reach 10 feet), Damage 1d10+4 bludgeoning plus violet rot

Violet Rot (poison); Saving Throw DC 20 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison plus enfeebled 1 (1 round); Stage 2 1d6 poison plus enfeebled 1 and drained 1 (1 round); Stage 3 2d6 poison plus enfeebled 1 and drained 1 (1 round)


At a glance, a violet fungus might seem to be little more than an unsightly and sickeningly purple mushroom of unusual size. Only once one draws closer— once whip-like tentacles dripping with flesh-rotting venom slither out from the fungus’s cratered cap—does the terrifying truth of this carnivorous toadstool become apparent. Many amateur spelunkers have met untimely ends in the clutches of this monstrous fungus’s tentacles, since violet fungi are practically synonymous with caverns.

Anyone who has ever braved the world’s caves for an extended period of time know the dangers of the deadly violet fungus. Drow and duergar often bear the long, whip-like scars of at least one brush with this vicious plant’s cruel, poison-infused tentacles. Canny subterranean trappers and scouts sometimes make use of cultivated violent fungi to catch game in the enormous caverns below the surface world. Some cultivate violet fungi as a means to defend their territory. Xulgaths in particular place violet fungi around the perimeters of their settlements as a first line of defense.

Canny adventurers can harvest a defeated violet fungus’s tentacles and use them as whips. The whips inflict violent rot (with the same effects and DC as in the violet fungus’s stat block) on anything they touch, including the wielder, although metal gloves such as gauntlets can protect against the poison. Such whips can be used for 1 hour before they degrade and become useless.

Violet Fungus Venom Item 3

Alchemical Consumable Contact Poison

Price 12 gp

Usage held in 2 hands; Bulk L

Activate [one-action] Interact


Alchemists and poisoners cherish violet fungi for the plants’ potent rotting poison, and have perfected an effective method of preserving the toxin as violet venom. After slaying a violet fungus, a character can extract the fungus’s toxin with a successful DC 20 Nature or Survival check. Afterward, the extracted venom can be Crafted into 1 dose of violet venom with a successful DC 18 Crafting check.

The delicate process of extracting violet venom from a violet fungus leaves it diluted at the best of times. Alchemists are still on the hunt for a truly pure, unadulterated version of this highly toxic poison. Saving Throw DC 17 Fortitude; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 1d6 poison plus enfeebled 1 (1 round); Stage 2 1d6 poison plus drained 1 (1 round); Stage 3 2d6 poison plus enfeebled 1 (1 round)

Section 15: Copyright Notice
Pathfinder Bestiary 2 (Second Edition) © 2020, Paizo Inc.; Authors: Alexander Augunas, Dennis Baker, Jesse Benner, Joseph Blomquist, Logan Bonner, Paris Crenshaw, Adam Daigle, Jesse Decker, Darrin Drader, Brian Duckwitz, Robert N. Emerson, Scott Fernandez, Keith Garrett, Scott Gladstein, Matthew Goodall, T.H. Gulliver, BJ Hensley, Tim Hitchcock, Vanessa Hoskins, James Jacobs, Brian R. James, Jason Keeley, John Laffan, Lyz Liddell, Colm Lundberg, Ron Lundeen, Jason Nelson, Randy Price, Jessica Redekop, Patrick Renie, Alistair Rigg, Alex Riggs, David N. Ross, David Schwartz, Mark Seifter, Amber Stewart, Jeffrey Swank, Russ Taylor, and Jason Tondro.