The mold is particularly hard to kill, being that magic merely
empowers it. A pound of salt, a gallon of alcohol or acid, or
casting dispel magic can kill a square of chromatic mold that is 10 feet on a side. Taking cold damage suppresses the ability of any 5 foot patch within the area of the spell to release spores for 1d4 rounds. An antimagic field immediately kills any patch of chromatic mold in its area. Interestingly, because of its alcoholic blood, cave fishers are completely immune to chromatic mold spores and feed on it freely. Cave fishers are often used to keep chromatic mold populations at bay in areas of high risk. Fauna There are fey dumb beasts in the Feywild. Almost all creatures in the Feywild possess at least a spark of intelligence, even if only a malign cunning. Beasts such as giant elks, giant owls, and giant eagles are prime examples of such creaturs. Many beasts in the Feywild can speak, and some can even cast spells and shapeshift. Demesnes There are a number of signifant places within the Feywild. Beautiful cities, strange forests, and haunting caverns are the rule. Nothing here is ordinary. Important to note about the Feywild is that its geography is not stable in the way that the Material Plane is. Time and space are somewhat subjective in the Feywild, and not all locations in it are anchored to a single spot. Worldfall. There are some places in the world that move between the Feywild and the Material Plane. This process is called worldfalling. This may happen at regular intervals, such as every evening, or irregular intervals, such as whenever moonlight strikes a specific stone, an albatross passes by, or a particular song is sung.