Flash Moss (CL 3)
Unknown Regions, page 119.
A seemingly harmless plant flashes a bright light when it is touched.
Type: Area, contact, energy, natural
Trigger: A creature, a droid, or a vehicle touches the moss with enough pressure to set off its defenses, usually by stepping on the moss or by hitting it with weapons fire; targets all creatures in a 6x6-square area.
Attack: +5 vs. Reflex Defense
Damage/Effect: A creature that is successfully attacked by flash moss is blinded for 1d6 rounds by a brilliant flash of light.
Recurrence: Every 1d6 hours.
Skills:
Knowledge [life sciences] (DC 19): The character identifies the nature of the moss, gaining a +2 circumstance bonus to Reflex Defense against the hazard.
Perception (DC 14): The character spots the moss as he or she draws closer to it, gaining a +2 circumstance bonus to Reflex Defense against the hazard.
Knowledge [life sciences] (DC 19): The character identifies the nature of the moss, gaining a +2 circumstance bonus to Reflex Defense against the hazard.
Perception (DC 14): The character spots the moss as he or she draws closer to it, gaining a +2 circumstance bonus to Reflex Defense against the hazard.
Flash moss is a plant most often found in deep swamps, where light barely breaks through the canopy to reach the ground. Creatures can exploit the plant’s natural defense mechanism—a bright flash of light in the face of a threat—in a number of ways. If a creature is properly prepared, the flash of light can be used to illuminate the surroundings. Crafty creatures can use the moss to blind their opponents. The moss can be paired with another hazard, such as a pit or strangle vines, to blind a creature and make the creature more likely to fall victim to the second hazard.