Bestiary • Dungeon Hazards • Fungi

Brown Mold

Supernatural brown mold spreading over the frosted walls and floor of a medieval dungeon cellar towards a burning torch
Brown mold feeds upon warmth, spreading towards fire while its surroundings freeze.

The cold comes first. Frost creeps over the mortar, a torch flame gutters against the draught, and a soft brown growth stirs in the darkness. A moment later, warmth is being torn from every living thing that approaches.

Brown Mold at a Glance

NatureStationary, heat-feeding fungal dungeon hazard; not a combatant with attacks or a creature stat block
AppearanceA fuzzy tan-to-brown mat on stone, timber or other damp surfaces; its surrounding air is unnaturally cold
WarningNoticeable chill up to 30 feet away; frost, cold stone and condensation can betray an otherwise hidden patch
Danger zoneWithin 5 feet of the growth; see each edition for patch size, damage and timing
Greatest mistakeBringing a torch or fire spell close enough to make the mold spread
CountermeasureCold damage destroys a patch; avoid its reach until the hazard is dealt with
Where foundOld vaults, underground cisterns, sealed storehouses, mines and unheated crypts

What Is Brown Mold?

Brown mold is a dangerous dungeon growth that feeds on heat rather than flesh. At a distance it may resemble ordinary mildew, but its feeding leaves a chill in the surrounding air. A living creature that approaches closely may suffer a sudden loss of warmth before touching it. Its danger is geographical: the patch does not pursue intruders, but its position can make a door, narrow passage or treasure chest difficult to reach.

A common mistake is to treat the growth like an infestation that ought to be burned away. Fire feeds its expansion. Cold is the effective answer, and a party that notices the chill before lighting a torch or casting a fire spell has a chance to solve the problem without suffering it.

Brown mold should be run as an environmental hazard, not as a monster with invented Armor Class, Hit Points, actions or ability scores. Its Challenge Rating in Pathfinder and D&D 3.5e is a hazard rating; modern editions use their own hazard procedures.

Brown Mold Rules by Edition

Select the ruleset used at your table. Although each edition describes the same heat-draining growth, the sizes, injury rules and hazard classifications are not interchangeable.

Brown Mold — D&D 2024

Published hazard: Dungeon Master’s Guide (2024), Hazards; Brown Mold rules reference.

Hazard severityDeadly for levels 5–10; nuisance for levels 11–16. Exercise extra care with lower-level characters.
Patch sizeOne 10-foot square
Warning radiusFrigid air within 30 feet
ExposureWhen a creature enters a space within 5 feet of the mold for the first time on a turn, or starts its turn there
Saving throwDC 12 Constitution
Cold damage22 (4d10) on a failed save; half on a success
FireImmune to Fire damage. A source of fire brought within 5 feet produces a new 10-foot-square patch spreading toward that fire across a surface.
ColdAny amount of Cold damage instantly destroys an affected patch.

Table ruling: The chill at 30 feet is a warning, not the damage range. Resolve the saving throw when the creature reaches the specified 5-foot zone or begins its turn there. Treat an additional fire-fed patch as another danger area rather than inventing an initiative turn for the mold.

Brown Mold — D&D 5e (2014)

Published hazard: Dungeon Master’s Guide (2014), chapter 5, Dungeon Hazards.

ClassificationDungeon hazard; no monster Challenge Rating
Typical areaA 10-foot-square patch
Warning radiusThe surrounding 30 feet are frigid
ExposureFirst movement within 5 feet on a turn, or starting a turn within 5 feet
Saving throwDC 12 Constitution
Cold damage22 (4d10) on a failed save; half on success
FireThe patch is immune to fire; a fire source within 5 feet makes it immediately expand toward the fire into a 10-foot-square area.
ColdA patch exposed to an effect dealing cold damage is instantly destroyed.

Adjudication: Do not substitute the earlier editions’ nonlethal damage. The 2014 hazard inflicts normal Cold damage. Its threat should be made discoverable through the unnatural chill and ordinary investigation.

Brown Mold — Pathfinder First Edition

Published rules: Pathfinder Core Rulebook, Dungeon Terrain; Brown Mold CR 2.

Hazard CR2 (600 XP)
Typical areaA patch approximately 5 feet in diameter
Warning radiusChilly air within 30 feet
Danger zoneLiving creatures within 5 feet of the patch
Effect3d6 nonlethal cold damage; the brown mold entry specifies no saving throw
FireFire brought within 5 feet makes the patch immediately double in size.
ColdCold damage instantly destroys the mold, as with Cone of Cold.

Rules note: The published hazard describes damage to living creatures within its reach but does not give a separate attack bonus, save DC or detailed repeat-exposure interval. Do not invent these as official Pathfinder statistics. A concealed container or specially built mechanism has its own detection and disarming rules.

Brown Mold — D&D 3.5e

Published rules: D&D 3.5e SRD — Dungeons, Slimes, Molds and Fungi.

Hazard CR2
Typical areaA patch approximately 5 feet in diameter
Warning radiusUnnatural cold within 30 feet
Danger zoneLiving creatures within 5 feet
Effect3d6 nonlethal cold damage; no saving throw is listed for the mold itself
FireA fire source brought within 5 feet causes immediate doubling in size.
ColdCold damage instantly destroys the patch, including damage from Cone of Cold.

Encounter note: The living patch is a dungeon hazard. A box of brown mold may separately use a touch trigger, Search and Disable Device DCs, and a market price; those belong to the engineered trap, not the living fungus. See the Traps reference.

What Changed Between Editions?

EditionDanger to charactersPatch / expansion
D&D 2024DC 12 Constitution; 4d10 Cold, half on success; deadly for levels 5–1010-foot square; fire generates a new 10-foot-square patch
D&D 2014DC 12 Constitution; 4d10 cold, half on successTypically 10-foot square; fire expands it toward the flame
Pathfinder 1e3d6 nonlethal cold damage; CR 2, 600 XPTypically 5-foot-diameter patch; fire doubles its size
D&D 3.5e3d6 nonlethal cold damage; CR 2Typically 5-foot-diameter patch; fire doubles its size

Across all four editions: The chill extends farther than the damage, a torch is hazardous rather than helpful, and damaging cold destroys the growth. The editions’ numbers must not be combined.

Running Brown Mold at the Table

Give the players a warning

Start with an unseasonable draught, moisture frozen around a hinge, or a cold strip along the flagstones. The frost signals that something is wrong before characters reach the five-foot danger zone. A character who studies the surface can recognise that the chill is centred on the brown growth.

Let their equipment matter

A torch carried into the danger zone may turn one patch into a larger obstruction. A player who extinguishes the flame, backs out of the room, sends a cold effect from a safe distance or takes an alternate route has solved a meaningful problem. Ordinary physical separation from the affected area is effective; an ingenious plan need not be reduced to a compulsory tools check.

Use the room, not just the damage

Place the growth where its spreading footprint changes choices: beneath a winch, over a stairwell landing, behind a locked grate or inside a chest that has already acquired a layer of frost. A hazard placed in empty ground is simply avoided; one next to a needed mechanism demands thought.

Ready-to-Run Encounter: The Brewer’s Cold Cellar

A castle brewer has locked the doors of a subterranean store. Two servants sent to fetch winter ale have returned shivering and empty-handed. The steward needs the cellar opened before a visiting lord’s feast, but fears losing more staff. Beyond the door is a damp stone chamber where a ring of frost surrounds an ale rack. A brown growth clings to the wood around the only winch that opens the inner delivery gate.

What the characters noticeCold air leaks beneath the door; the brewer’s lamp guttered on the threshold; the ale nearest the far rack has frozen.
Where the mold isOn the back of the rack beside the winch. Apply the edition’s normal patch area and five-foot harm zone.
PressureThe cellar is needed before sunset. The steward offers payment for a safe passage, not for a fight.
SolutionsIdentify the growth, extinguish the torches, strike the patch with cold damage from safety, reach the winch by another route, or postpone the feast and seal off the cellar.
If fire is usedExpand the growth by the rules of the chosen edition. The route to the winch may close and supplies may be abandoned.
OutcomeThe brewer rewards careful problem-solvers; destruction of the ale or further injury causes a dispute with the steward.

Difficulty: Use the hazard’s printed edition statistics above. The people, setting and deadline in this example are original encounter material, not a published trap stat block.

Folklore and Historical Inspiration

Dark cellars, damp food stores and underground passages naturally suggest unseen danger. Actual fungi colonise surfaces through biological growth; they do not magically consume heat, inflict freezing injuries at a distance, or multiply when presented with fire. Brown mold turns the familiar sight of cellar mildew into an impossible predator. The distinction keeps the imagined hazard vivid without treating it as real history.

For a grounded visual starting point, consider cellar moulds recorded in European wine stores. In a medieval dungeon, the supernatural counterpart can betray itself through frost around jars and barrels, chilled mortar, or the absence of insects near an affected wall.

Common Questions

Is brown mold a monster?

No. It is a stationary dungeon hazard, and its original Challenge Rating is not a creature stat block. It has no initiative, attacks or treasure of its own.

Does fire kill it?

No. All four editions make fire a cause of expansion. Use a cold-damaging effect to destroy a patch.

Does the 30-foot chill cause damage?

No. Thirty feet describes the warning chill. The harmful zone is within five feet of the growth, using the chosen edition’s timing.

Are Pathfinder and fifth-edition damage interchangeable?

No. Pathfinder 1e and D&D 3.5e use nonlethal cold damage and a CR 2 hazard. The two fifth-edition treatments use a Constitution save against 4d10 Cold damage.

Can thieves’ tools disarm brown mold?

Not as an ordinary mechanical device. Tools may open or jam a box containing the mold; the organism itself is defeated through distance, temperature-based counterplay or avoiding its reach.

Rules acknowledgement: The Pathfinder 1e and D&D 3.5e treatments follow their respective open rules references. The 2014 and 2024 hazard summaries are separately paraphrased for table use; D&D 2024’s classification is a hazard severity, not a Challenge Rating. Encounter descriptions and advice are original setting material.

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