Perception +6; no vision, tremorsense 60 feet
Skills Stealth +7
Str +4, Dex +0, Con +3, Int –5, Wis +1, Cha –2
AC 15; Fort +8, Ref +5, Will +4
HP 45; Immunities bleed, fatigued, mental, poison, sleep, unconscious; Weaknesses fire 5
Speed 10 feet
Melee tentacle +9 (agile, reach 10 feet), Damage 1d10+2 bludgeoning plus violet rot
Violet Rot (poison); Saving Throw DC 18 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)
Violet Fungus
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 on Golarion.
Anyone who has ever braved the world’s caves for an extended period of time know the dangers of the deadly violet fungus. Darklands dwellers such as drow and duergars 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 Darklands peoples also 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.