The Withering Spire is soaked in poison before you ever meet a monster. Scattered through its rooms are several flavors of standing hazard — none of them fightable, all of them worth reading before you walk through a room at half health.
Found in: Withering Spire — throughout the dungeon
| Stat | Value |
|---|---|
| Health | Unkillable — invisible, immovable triggers |
| Damage | Varies (poison-based; see below) |
| Threat | Environmental hazard |
Invisible ground hazards that periodically erupt in a jet of noxious gas, poisoning anyone standing in the burst radius. Comes in three sizes (Small and Medium are placed directly through the dungeon; the Large size is exclusively summoned by Verdelith's Bog Slam in her third phase) — bigger bogs hit a wider radius and poison for longer.
Armor-stand emitters that periodically fill an area with rising green fog, poisoning and disorienting (nausea) anyone caught in it. Small and Medium vents are common throughout the Spire; a Large size is defined in the dungeon's data but wasn't found wired to any actual spawn point.
A bigger, telegraphed version of the gas vents — a warning message ("A fissure splits the ground nearby...") gives you a moment before it erupts in an escalating column of gas that poisons and disorients out to a wide radius. In practice the only confirmed source is Verdelith's Acid Slam, which tears open a Miasma Geyser during her second phase; the Miasma Fissure variant exists in the data but doesn't appear to be placed anywhere in the current dungeon.
A recurring ground vent that hisses, then fires a poison bolt straight up before raining lingering poison particles back down — one of the more common standalone hazards in the dungeon. Standing on top of it when it fires costs you 8 damage and poison; the falling residue keeps poisoning anyone who stays close afterward.
A buried trap disguised as a patch of roots — indistinguishable from decoration until you step within a block of it. It lashes up out of the ground for 3 damage and poison, then resets to trigger again. One of the more common hazards in the Spire — watch your footing in overgrown rooms.
Not a standalone hazard you'll find placed on its own — this is the lingering poison puddle left behind by Volatile Sludge deaths and dragged along Bilepod's Lurch charge. Standing in one costs repeated poison ticks plus small direct damage.
None from any of these — they're triggers and emitters, not monsters.