Basidironds present an interesting role-playing
challenge. The gut reaction is to
use them for comedic encounters—the d6 Hallucination table certainly pushes GMs
in that direction with nicely silly, exclamation point-studded prose, and a DC
16 Fortitude check isn’t insurmountable.
Yet there is an underlying danger there as well—the plant is still CR 5
and demands that save be repeated each round, so there’s totally possibility
for the dreaded TPK…which will, in the players’ minds, likely turn the
preceding comedy into insult turned to unforgivable injury.
One way to balance the two is by teaming basidironds up with
fey masters. Good faeries can
laugh at the PCs’ folly and rescue them if they get in over their heads. And a party facing evil fey will know
that behind the illusions are alien, wicked minds, and they must break through
the comic hallucinations to survive…
A clurichaun (a
kind of leprechaun particularly devoted to brewers and drink) spreads chaos at
the local ale festival by hiding a basidirond in an open but unremarked
cask. It’s all meant in fun, until
the clurichaun gets too deep in his cups to monitor the madness and the
basidirond escapes its barrel prison while surrounded by drunk and
hallucinating potential prey.
The Nymph of the
Grotto guards an underground vivarium of ferns and cave plants with a grove
of basidironds. She attempts to
blind any threats that do not fall under the plants’ hallucinatory influence.
In the Void, basidirond
spores are considered a drug. Most
of the seedier bars in the asteroid red light districts have at least one
basidirond plant, usually tended by lizardfolk druids.
—Pathfinder Bestiary
28
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