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View Full Version : [3.5] The Deathwort (like a plant hydra, PEACH)



Frathe
2013-02-10, 04:05 AM
{table=head] | Five-Headed Deathwort | Six-Headed Deathwort | Seven-Headed Deathwort


Size/Type: | Huge Plant | Huge Plant | Huge Plant


Hit Dice: | 5d8+28 (50 hp) | 6d8+33 (60 hp) | 7d8+38 (69 hp)


Initiative: | +1 | +1 | +1


Speed: | 20 ft. (4 squares) | 20 ft. (4 squares) | 20 ft. (4 squares)


Armor Class: | 15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14 | 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15 | 17 (-2 size, +1 Dex, +8 natural), touch 9, flat-footed 16


Base Attack/Grapple: | +3/+14 | +4/+15 | +5/+17


Attack: | 5 bites +4 melee (1d10+3) | 6 bites +6 melee (1d10+3) | 7 bites +8 melee (1d10+4)


Full Attack: | 5 bites +4 melee (1d10+3) | 6 bites +7 melee (1d10+3) | 7 bites +8 melee (1d10+4)


Space/Reach: | 15 ft./10 ft. | 15 ft./10 ft. | 15 ft./10 ft.


Special Attacks: | — | — | —


Special Qualities: | Fast healing 15, low-light vision, plant traits, scent | Fast healing 16, low-light vision, plant traits, scent | Fast healing 17, low-light vision, plant traits, scent


Saves: | Fort +9, Ref +2, Will +3 | Fort +10, Ref +3, Will +4 | Fort +10, Ref +3, Will +4


Abilities: | Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9 | Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9 | Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9


Skills: | Listen +6, Spot +6, Swim +11 | Listen +6, Spot +7, Swim +11 | Listen +7, Spot +7, Swim +12


Feats: | Combat ReflexesB, Iron Will, Toughness | Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite) | Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite)


Environment: | Temperate or warm marshes | Temperate or warm marshes | Temperate or warm marshes


Organization: | Solitary | Solitary | Solitary


Challenge Rating: | 4 (normal); 6 (acid) | 5 (normal); 7 (acid) | 6 (normal); 8 (acid)


Treasure: | 1/10 coins; 50% goods; 50% items | 1/10 coins; 50% goods; 50% items | 1/10 coins; 50% goods; 50% items


Alignment: | Usually neutral | Usually neutral | Usually neutral


Advancement: | — | — | —


Level Adjustment: | — | — | — [/table]

{table=head] | Eight-Headed Deathwort | Nine-Headed Deathwort | Ten-Headed Deathwort


Size/Type: | Huge Plant | Huge Plant | Huge Plant


Hit Dice: | 8d8+43 (79 hp) | 9d8+48 (88 hp) | 10d8+53 (98 hp)


Initiative: | +1 | +1 | +1


Speed: | 20 ft. (4 squares) | 20 ft. (4 squares) | 20 ft. (4 squares)


Armor Class: | 18 (-2 size, +1 Dex, +9 natural), touch 9, flat-footed 17 | 19 (-2 size, +1 Dex, +10 natural), touch 9, flat-footed 18 | 20 (-2 size, +1 Dex, +11 natural), touch 9, flat-footed 19


Base Attack/Grapple: | +6/+18 | +6/+19 | +7/+20


Attack: | 8 bites +9 melee (1d10+4) | 9 bites +10 melee (1d10+5) | 10 bites +11 melee (1d10+5)


Full Attack: | 8 bites +9 melee (1d10+4) | 9 bites +10 melee (1d10+5) | 10 bites +11 melee (1d10+5)


Space/Reach: | 15 ft./10 ft. | 15 ft./10 ft. | 15 ft./10 ft.


Special Attacks: | — | — | —


Special Qualities: | Fast healing 18, low-light vision, plant traits, scent | Fast healing 19, low-light vision, plant traits, scent | Fast healing 20, low-light vision, plant traits, scent


Saves: | Fort +11, Ref +3, Will +4 | Fort +11, Ref +4, Will +5 | Fort +12, Ref +4, Will +3


Abilities: | Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9 | Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9 | Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9


Skills: | Listen +7, Spot +8, Swim +12 | Listen +8, Spot +8, Swim +13 | Listen +8, Spot +9, Swim +13


Feats: | Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite) | Blind-Fight, Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite) | Blind-Fight, Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite)


Environment: | Temperate or warm marshes | Temperate or warm marshes | Temperate or warm marshes


Organization: | Solitary | Solitary | Solitary


Challenge Rating: | 7 (normal); 9 (acid) | 8 (normal); 10 (acid) | 9 (normal); 11 (acid)


Treasure: | 1/10 coins; 50% goods; 50% items | 1/10 coins; 50% goods; 50% items | 1/10 coins; 50% goods; 50% items


Alignment: | Usually neutral | Usually neutral | Usually neutral


Advancement: | — | — | —


Level Adjustment: | — | — | — [/table]

{table=head] | Eleven-Headed Deathwort | Twelve-Headed Deathwort


Size/Type: | Huge Plant | Huge Plant


Hit Dice: | 11d8+58 (107 hp) | 12d8+63 (117 hp)


Initiative: | +1 | +1


Speed: | 20 ft. (4 squares) | 20 ft. (4 squares)


Armor Class: | 21 (-2 size, +1 Dex, +12 natural), touch 9, flat-footed 20 | 22 (-2 size, +1 Dex, +13 natural), touch 9, flat-footed 21


Base Attack/Grapple: | +8/+22 | +9/+23


Attack: | 11 bites +13 melee (1d10+6) | 12 bites +14 melee (2d8+6)


Full Attack: | 11 bites +13 melee (1d10+6) | 12 bites +14 melee (2d8+6)


Space/Reach: | 15 ft./10 ft. | 15 ft./10 ft.


Special Attacks: | — | —


Special Qualities: | Fast healing 21, low-light vision, plant traits, scent | Fast healing 22, low-light vision, plant traits, scent


Saves: | Fort +12, Ref +4, Will +5 | Fort +13, Ref +5, Will +6


Abilities: | Str 23, Dex 12, Con 20, Int 2, Wis 10, Cha 9 | Str 23, Dex 12, Con 20, Int 2, Wis 10, Cha 9


Skills: | Listen +9, Spot +9, Swim +14 | Listen +9, Spot +10, Swim +14


Feats: | Blind-Fight, Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite) | Blind-Fight, Combat ReflexesB, Improved Natural Attack (bite), Iron Will, Toughness, Weapon Focus (bite)


Environment: | Temperate or warm marshes | Temperate or warm marshes


Organization: | Solitary | Solitary


Challenge Rating: | 10 (normal); 12 (acid) | 11 (normal); 13 (acid)


Treasure: | 1/10 coins; 50% goods; 50% items | 1/10 coins; 50% goods; 50% items


Alignment: | Usually neutral | Usually neutral


Advancement: | — | — [/table]

Deathworts resemble overgrown venus flytraps, with several “heads”—really trap structures evolved to become mobile—emerging from a tangle of stems and leaves. A deathwort is yellow-green to dark green, depending on its nutrition and water intake. It is about 20 feet in length and weighs about 4,000 pounds. Deathworts do not speak.

Deathworts are usually found growing in warm or temperate swamps, though occasionally one will wander outside its swamp, usually into a forest, in search of prey. They usually remain immobile, and only uproot themselves and begin to search for prey when in need of supplementary nutrition—which they often need, for they grow in poor soil—although they will not pass up the chance to nab a “snack” when it walks by.

As deathworts grow older and stronger, they also grow more heads. Much as a tree's rings provide an estimate of its age, a deathwort's heads can be counted to gauge its approximate age.

Combat

Deathworts can attack with all their heads at no penalty, even if they move or charge during the round.

A deathwort can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can strike at a deathwort’s heads from any position in which he could strike at the deathwort itself, because the deathwort’s head writhe and whip about in combat. An opponent can ready an action to attempt to sunder a deathwort’s head when the creature bites at him. Each of a deathwort’s heads has hit points equal to the creature’s full normal hit point total, divided by its original number of heads. Losing a head deals damage to the body equal to half the head’s full normal hit points. A natural reflex seals the neck shut to prevent further blood loss. A deathwort can no longer attack with a severed head but takes no other penalties.

Each time a head is severed, two new heads spring from the stump in 1d4 rounds. A deathwort can never have more than twice its original number of heads at any one time, and any extra heads it gains beyond its original number wither and die within a day. To prevent a severed head from growing back into two heads, at least 5 points of fire or acid damage must be dealt to the stump (a touch attack to hit) before the new heads appear. A flaming weapon (or similar effect) deals its energy damage to the stump in the same blow in which a head is severed. Fire or acid damage from an area effect may burn multiple stumps in addition to dealing damage to the deathwort’s body. A deathwort does not die from losing its heads until all its heads have been cut off and the stumps seared by fire or acid.

A deathwort’s body can be slain just like any other creature’s, but deathworts possess fast healing (see below) and are difficult to defeat in this fashion. Any attack that is not (or cannot be) an attempt to sunder a head affects the body.

Targeted magical effects cannot sever a deathwort’s heads (and thus must be directed at the body) unless they deal slashing damage and could be used to make sunder attempts.

Fast Healing (Ex)

Each round, a deathwort heals damage equal to 10 + the number of its original heads.

Skills

Deathworts have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

Feats

A deathwort’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Acid Deathwort

Huge Plant

These deathworts can breathe jets of acid 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of acid damage per head. A successful Reflex save halves the damage. The save DC is 10 + ½ deathwort’s original number of heads + deathwort’s Con modifier.

Acid attacks cannot prevent an acid deathwort’s stump from growing new heads (since an acid deathwort has immunity to acid), but 5 points of fire damage does.

Frathe
2013-02-10, 04:11 AM
I'm considering changing the bites to tentacles, but I can see it as it is now as a venus flytrap-type with several heads.

LordErebus12
2013-02-10, 01:02 PM
complied every plant ability ive ever ran across... maybe it needs a few...

gotta love acid spray, IMO

Acid (Ex) A phycomid’s fluid globules are formed of acid. Any ranged touch attack deals 1d6 points of acid damage.
Acid (Ex) The tri-flower frond can tip its yellow bloom over a slumbering or prone foe and shower it with sap laden with potent digestive enzymes. This sap does 1d6 points of acid damage per round to flesh until it is washed or scraped off.

Acid Pellet (Ex) A phycomid attacks by firing a glob of acid from one of its several mushroom-like stalks. This attack has a range increment of 10 feet. A phycomid can fire up to six acid pellets per minute—during rounds in which the fungus has no acid pellets, it has no method of attacking at all and must wait until its acid stores replenish in 4 rounds before continuing a battle.

Acid Spray (Ex) Three times per day, a bog creeper can spew digestive acid from its mouth in a 30–foot cone that deals 2d8 points of acid damage to all creatures in the area, with a DC 20 Reflex save allowed for half damage. The save DC is Constitution-based.

Aura of Misery (Su) Once every 1d4+1 rounds as a free action, a willow dusk can emit a wave of negative energy that affects all living creatures within 10 feet of it. Creatures within the area take 1d6 points of Charisma damage if they fail a DC 22 Will save. At Charisma 0, a creature collapses into a coma until at least 1 point of Charisma is restored. The save DC is Charisma-based.

Blood Drain (Ex) A bloodsuckle that grapples a foe can drain blood, dealing 1d4 points of Constitution damage each round that the hold is maintained. Once it has dealt 8 points of Constitution damage, it releases victim so it can use it again later as a food source. Bloodsuckles never kill those they have transformed into hosts unless they are extremely hungry.

Bloodsense (Ex) A Jupiter bloodsucker can detect any living creature that has blood in its body to a range of 60 feet by scent.

Breath Weapon (Ex) A splinter drake has two breath weapons, both of which emit razor-sharp thorns. The main breath weapon, useable every 1d4 rounds, is a 40-ft. cone that deals 6d6 points of piercing and slashing damage. Its other breath weapon is a volley of thorns spit at a single target as a ranged attack for 3d6 points of piercing damage.
Breath Weapon (Su) Once every 1d4 rounds, a fungus gargoyle can breathe a line of deadly spores to a range of 10 feet. A living creature struck must succeed on a DC 16 Fortitude save or take 1d4 points of Strength damage. Thereafter, the creature must succeed on a DC 16 Fortitude save each minute (10 rounds) or take 1 point of Strength damage. This cycle continues until the creature dies or receives a remove disease spell. A successful DC 20 Heal check or a delay poison spell slows the continuing damage to 1 point per hour. The save DC is Constitution-based.


Camouflage (Ex) Since a tri-flower frond looks like a normal flowering plant when at rest, it takes a DC 20 Perception check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Perception to notice the plant.

Captivating Cloud (Su) Once per day as a swift action, a viper vine can emit a transparent cloud of pollen in a 60-foot spread that has the power to lull the minds of those that smell it. Once activated, the cloud persists for 5 rounds unless dispersed by moderate or stronger wind. All creatures in the cloud must succeed on a DC 24 Will saving throw each round or become captivated. Once a creature becomes captivated, it takes no actions save to approach the viper vine via the most direct route possible. If this path leads it into a dangerous area, such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. A victim that is attacked by the viper vine gets a new saving throw as a free action during each of the vine’s attacks to overcome the effect. This is a mind-affecting effect. The save DC is Constitution-based.

Charm (Su) Once per day, a kelpie can produce an effect identical to the charm monster spell (caster level 9th). The target can make a DC 17 Will save to avoid the effects. If the save fails, the victim believes the kelpie to be a very beautiful and attractive creature, and attempts to move as quickly as possible toward the kelpie. The kelpie can automatically grapple a charmed foe and attempts to drown the victim. A charmed foe does not resist the kelpie’s embrace, and the drowning attempt does not allow an additional save. Female creatures are immune to the kelpie’s charm ability; only males can be affected. The charm is negated if the victim dies, the kelpie dies, or dispel magic, greater dispelling, miracle, or wish is cast on the victim. If the save is successful, the target cannot be affected by that kelpie’s charm or charm touch for 24 hours. The save DC is Charisma-based and includes a +2 racial bonus.

Cold Lethargy (Ex) Although a basidirond is immune to cold damage, any cold effect it is exposed to slows it for 1d4 rounds. During this time, the basidirond cannot use its hallucination cloud or spores.
Cold Lethargy (Ex) Exposure to any cold effect slows a viper vine (as a slow spell) for 1d4 rounds.

Constitution Drain (Su) Any creature grabbed by a sleeping willow must make a successful DC 19 Fortitude save or take1d4 points of Constitution drain each round the hold is maintained as the sleeping willow drains the victim’s body fluids. The sleeping willow heals 5 points of damage whenever it drains Constitution, gaining temporary hit points (if bonus hit points exceed the sleeping willows total). At Constitution 0, the creature dies and its body is absorbed by the sleeping willow’s roots. The save DC is Constitution-based.

Constrict (Ex) Because it seizes its victims by the neck, a creature in the hangman tree’s grasp cannot speak or cast spells with verbal components.

Control Plants (Su) A widow creeper can use control plants, as the spell (caster level 17th).

Create Gallows Tree Zombie (Su) When a creature dies within 15 feet of a gallows tree, it uses a sharpened tendril to slice open the creature’s abdomen, thereby spilling the corpse’s innards on the ground. The organs and fluids are then absorbed by the tree’s roots. Corpses of a size other than Medium or Large are simply left to rot. Medium or Large corpses are filled with a greenish pollen fired from one of the tree’s branches. The abdominal wound heals over the next 1d4 days, at which time the slain creature rises as a gallows tree zombie connected by a tether–vine to the gallows tree that created it. Gallows tree zombies possess none of their former abilities.

Create Host (Ex) A bloodsuckle that strikes a living target with a tendril injects a special poison sap into the victim that requires a DC 18 Will save, or the victim is transformed into a host. This acts as a dominate monster spell (caster level 8th) with no limit on its duration. Immunity or resistance to poison applies normally to this sap. The save DC is Constitutionbased. A victim that becomes a host returns to the plant whenever it calls. It is normally used by the bloodsuckle for feeding purposes, but if the plant comes under attack may be summoned for defense. A host with an Intelligence score of 3 or higher that is commanded to act in a manner inconsistent with its alignment (such as attacking allies) is allowed another Will save with a +4 bonus to break the bloodsuckle’s control.

Death Smoke (Ex) A witherweed that takes at least 1 point of damage from a fire effect releases a cloud of deadly smoke that billows forth and quickly fills a 20-foot radius surrounding it. Creatures within the area must succeed on a DC 15 Fortitude save or take 1d6 points of Constitution damage. One minute later, another Fortitude save (same DC) must be made to avoid another 2d6 points of Constitution damage. The save DCs are Constitution–based. The cloud remains for 1 round per HD of the witherweed but a strong wind (21+ mph) disperses the cloud in 1 round.

Death Throes (Ex) If a phlogiston bush is reduced to 0 or less hit points, it explodes in a concussive blast of fire that deals 4d6 points of fire damage to all creatures in a 10-foot radius. A successful DC 14 Reflex save reduces damage by 1/2. The save DC is Constitution-based.
Death Throes (Su) When a sard dies, its remains explode with a blast of lightning into razor-sharp splinters of wood. All creatures within 30 feet of a sard when it explodes in this manner take 12d6 points of electricity damage and 12d6 points of piercing damage. A DC 31 Reflex save halves this damage. The save DC is Constitution-based.

Devour (Ex) While a creature is under the effects of a xtabay’s soporific pollen, the plant may, as a full-round action, occupy the same square as the sleeping creature and slowly sap the life from it. Every round the xtabay uses this ability, the affected creature must make a DC 14 Fortitude save or take 1d2 Con damage. This feeding is curiously painless, and normally isn’t enough to waken a foe put to sleep by the plant. Each round this feeding continues, the sleeping victim can attempt a new DC 14 Will save to awaken. This save DC is Constitution-based.

Droning (Su) Once per round as a standard action, a willow dusk can emit a droning sound audible to a range of 100 feet. Creatures within the area that hear it, must succeed on a DC 22 Will save or enter a state of lethargy. Affected creatures cannot move (as if held by a hold monster spell) and have no desire to take any other action or engage in combat (unless attacked first, in which case the lethargy effect is broken). The effects last for a number of rounds equal to the one-half of the willow dusk’s Hit Dice (10 rounds for the typical willow dusk). A willow dusk that attacks a creature affected by this ability gains a +4 bonus on its attack roll. Whether the attack succeeds or fails, the lethargy effect is immediately broken. A creature who succeeds on his Will save is unaffected by the droning from that same willow dusk for 24 hours. This is a mind-affecting effect. The save DC is Charisma-based.

Electric Fortitude (Ex) Shambling mounds take no damage from electricity. Instead, any electricity attack used against a shambling mound temporarily increases its Constitution score by 1d4 points. The shambling mound loses these temporary points at the rate of 1 per hour.

Electric Healing (Ex) Electricity damage heals a lightning treant 1 point of damage for every 3 points it would otherwise deal. If the amount would cause the lightning treant to exceed its full normal hit points, it gains any excess as temporary hit points—these temporary hit points last for 2 hours.

Electrical Jolt (Su) Every time a creature strikes a sard with a metal melee weapon, arcs of electricity deal 1d10 points of damage to the attacker.

Engulf (Ex) If a giant flytrap begins its turn with an opponent at least two size categories smaller than itself grappled in one of its mouths, it can close its jaws completely around the foe by making a new combat maneuver check (as though attempting to pin the foe). If it succeeds, it engulfs the prey and inflicts 1d8+7 points of damage and 2d6 acid damage as the cavity floods with digestive enzymes. The seal formed is airtight, so an engulfed creature risks suffocation. Engulf is a special form of pinning, and an engulfed creature can escape in the same way as he can from being pinned, but since an engulfed creature is contained wholly inside the plant’s jaws, the flytrap’s victim cannot be targeted by effects or attacks that require line of sight or line of effect. A giant flytrap that is grappling or pinning a foe cannot attack other targets with that bite, but is not otherwise hindered.
Engulf (Ex): A sheet fungus can try to wrap a creature of its size or smaller in its body as a standard action. The sheet fungus attempts a grapple check that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and squeezes the engulfed prey dealing automatic slam damage each round the grapple is held. Attacks that hit an engulfing sheet fungus deal half of their damage to the monster and half to the trapped victim.

Entangle (Su) An assassin vine can, as a free action, cause plants within 30 feet of it to animate and grasp at foes. This ability is otherwise similar to entangle (CL 4th, DC 13). The save DC is Wisdom-based.
Entangle (Su) As a standard action, up to a number of times per day equal to its Constitution modifier (minimum 1), a widow creeper can fire a mass of sticky, clinging vines and weeds to a range of 60 feet at a single target. This requires the widow creeper to succeed on a ranged touch attack with a +11 bonus to hit. A creature hit by the vines is entangled. An entangled creature can break free and move half its normal speed by using a full-round action to make a DC 23 Escape Artist check or a DC 23 Strength check. The check DCs are Constitution-based.

Fear Aura (Su) A quickwood with stored magical energy can activate its fear aura as a standard action. The aura has a radius of 10 feet per spell level of the effect and lasts for 1 round (Will DC 20 negates). Creatures that fail their saving throws become panicked for 1 minute. The DC is Charisma-based and includes a +4 racial bonus.

Fire Bolt (Ex) Once every 1d4 rounds as a standard action, a phlogiston bush can release a tiny bolt of fire in a line to a maximum range of 40 feet that deals 2d6 points of fire damage to any creature struck. A successful DC 14 Reflex save reduces damage by 1/2. The save DC is Constitution-based.

Flower Dart (Ex): As a standard action, a blood bush can launch a barrage of six flower darts (make an attack roll for each dart). This attack has a range of 40 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only 30 such darts in one day.

Fluid Drain (Ex) A widow creeper can suck brain fluids from a living creature by making a successful grapple check. If it pins the foe, it drains brain fluid, dealing 1d4 points of Constitution damage and 1 point of Intelligence damage each round that it maintains the hold.
Fluid Drain (Ex) Against a sleeping or helpless foe, a tri-flower frond can release a needle-sharp tendril from its red bloom that pierces its target and drains its body fluids. This deals 1d4 points of Constitution damage each round, and the victim is considered grappled.

Fronds (Ex) Strangle weed attacks with fronds that can extend up to 20 feet from its central mass. Each strangle weed has 3–12 fronds. A strangle weed attacks with these fronds as a slam attack; although it can make only one attack per round, if it grapples a foe it is not denied its Dexterity bonus against non-grappled foes and can still make attacks of opportunity if it has any free fronds. Once a foe is grappled, the strangle weed can attempt to latch on 1–4 additional fronds each round as a standard action by means of a separate grapple check. Additional fronds attached to a foe do not do increased damage, but they do add a cumulative +2 bonus to the strangle weed’s CMB on subsequent grapple checks against that foe. To free itself, the foe must succeed on a grapple check against every frond grappling it.

Fungus Pool: A fungus weird’s “pool” is not a pool at all, but an entanglement of leaves, branches, mosses, funguses, and plants. A typical pool covers a 20-foot radius, and a fungus weird (being bound to its pool) can never leave this area. A creature that enters a fungus weird’s pool (on its own or with the aid of the fungus weird) is automatically entangled (as the entangle spell) until it escapes. An entangled creature can break free and move half its normal speed by using a full-round action to make a DC 15 Escape Artist check or a DC 19 Strength check. The check DCs are Constitution-based and the Strength check includes a +4 racial bonus.

Gallows Tree Zombies (Ex) Each gallows tree has several gallows tree zombies connected to it. A Huge gallows tree may have no more than 7 gallows tree zombies connected to it at one time. A Gargantuan gallows tree can have a maximum of 11 zombies connected to it at any given time. See the gallows tree zombie entry in this book for details on that monster.

Grasping Roots (Ex) If a quickwood hits with a root attack, it can attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and drags the foe 30 feet closer each subsequent round (provoking no attack of opportunity). A quickwood can draw in a creature within 15 feet of itself and bite with a +4 attack bonus in the same round. A root has hardness 2 and 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a quickwood’s root does not provoke an attack of opportunity. If the root is currently grappling a target, the quickwood takes a –4 penalty on its CMD to resist the sunder attempt. Severing a root deals no damage to a quickwood.

Grasping Tendrils (Ex) Sticky, arm-length tendrils cover a mu spore. A mu spore can use these tendrils to attempt a grab as an immediate action when an adjacent creature hits it with a melee attack. As it is only using the tendrils (instead of conducting the grapple normally), it takes a –20 penalty to its CMB to make and maintain the grapple (+31 CMB with tendrils). The mu spore does not gain the grappled condition while grappling a creature with its tendrils.

Hallucination Cloud (Ex) As a standard action once per minute, a basidirond can release a cloud of invisible spores in a 20-foot radius. All creatures within the area must succeed on a DC 16 Fortitude save or be affected by powerful hallucinations as long as they remain in the cloud plus 1d4 rounds after leaving the area. A new save must be made each round a creature remains within the affected area. A hallucination cloud persists for 5 rounds before dispersing—a strong wind causes it to disperse immediately. The save DC is Constitution-based. To determine what hallucination is suffered each round, roll 1d6 and consult the following table.

d6 Hallucination
1 You’re sinking in quicksand! Fall prone and spend 1 round flailing your arms and legs as if trying to swim.
2 Attacked by a swarm of spiders! Spend a full round action to attack the floor near you with your weapon.
3 An item you hold has turned into a viper! Drop it and flee from the item at top speed for 1 round.
4 You’re suffocating! Stand in place, hold your breath, and clutch at your throat for 1 round.
5 You’ve shrunk to 1/10th your normal size! Take no actions for 1 round and monsters won’t see you.
6 You’re melting! Grasp hold of yourself in an attempt to hold yourself together, and take no actions for 1 round.


Hallucinatory Spores (Ex) Once per day as a standard action, a hangman tree can release a cloud of spores in a 50-foot-radius spread. Creatures in the area must make a DC 20 Will save or believe the hangman tree to be a perfectly ordinary tree—or at worst, a treant or some other friendly tree-like creature. An affected creature becomes passive for 2d6 minutes and refuses to attack the hangman tree during this time. An affected creature can attempt a new Will save each round that the tree attacks an ally—if a hallucinating creature is attacked by the tree, it gains a +4 bonus on its Will save to see through the hallucination. This is a mind-affecting compulsion effect. The save DC is Constitution-based.

Host Sense (Ex) A bloodsuckle automatically senses the location of any hosts within 100 feet.

Illusion of Mercy (Su) The mercy flower establishes a mental link between itself and any other creature grabbed by one of its vines. The creature must make a DC 17 Will save or become lost in a fantasy world of peace and bliss. As long as the grab is maintained such a creature can take no actions and does not respond to external stimuli, even if attacked or damaged. In addition, the victim suffers 1d4 points of Wisdom damage each round. Creatures that successfully save cannot be affected again by the same mercy flower’s illusion of mercy for 24 hours. The save DC is Charisma-based.

Immunity to Fire (Ex) A quickwood can perspire as a free action; this grants it immunity to fire for one hour. Afterwards, it must wait one minute before using this ability again.

Implant (Ex): A creature hit by one of the blood bush’s flower darts is implanted with one of its seeds. A seed quickly germinates as follows: A seed can be removed safely up to 5 rounds after implantation with a successful DC 18 Heal check or by cutting it from the victim (dealing 1d2 points of damage); otherwise only a remove disease spell destroys an implanted seed. The save DCs and check DC are Constitution-based.

Round Effect
First DC 18 Will save or flee in fear for 1d6 rounds
Third Paralysis for 1d4+2 rounds; DC 18 Fortitude negates
Fifth Wounding: 1 point of Constitution damage per minute until the seed is removed or destroyed.






Improved Woodland Stride (Su) A widow creeper can move through any sort of undergrowth (natural thorns, briars, overgrown areas, and similar terrain) at its normal speed without taking damage or suffering other impairment. This includes thorns, briars, and overgrown areas that are magically manipulated to impede motion.

Light Pulse (Su) As a standard action, a moonflower can release a pulse of bright light. All creatures within a 50- foot burst that can see the moonflower must make a DC 20 Fortitude save or be blinded for 1d4 rounds. Moonflowers are immune to this ability. The save DC is Constitution-based.

Marsh Move (Ex) A bog creeper can move across marshy terrain without incurring any movement penalties.

Mind Blast (Sp) Once per day, an algoid can use a mind blast in a 60-foot cone. Any creature caught in the cone must succeed on a DC 14 Will save or be stunned for 3d4 rounds. The save DC is Charisma-based and includes a +2 racial bonus.

Oaksight (Su) A quickwood may observe the area surrounding any oak tree within 360 feet as if using clairaudience/clairvoyance. It can use this ability on any number of oak trees in the area. Although the quickwood does not need line of sight to establish this link, if it does have line of sight to even a single oak tree, it cannot be flanked.

Paralyzed by Cold (Ex) Cold-based effects paralyze a hangman tree as if by a hold person spell.

Plantsense (Ex) A widow creeper can automatically pinpoint the location of anything within 120 feet that is in contact with vegetation.

Pod Prison (Ex) This works like the swallow whole ability, except the moonflower can only use it once every 1d4 rounds, and the swallowed creature is immediately wrapped in a tight digestive cocoon and expelled into an adjacent square, where it takes damage every round (2d6 bludgeoning and 2d6 acid, AC 15, 25 hp). The cocooned target cannot use Escape Artist to get out of the cocoon. Other creatures can aid the target by attacking the cocoon with piercing or slashing weapons, but the creature within takes half the damage from any attack against the cocoon. Once the cocoon is destroyed, it deflates and decays. Each creature swallowed by a moonflower is encased in its own cocoon.

Pod Spawn (Ex) Should a moonflower’s pod prison kill and digest a Small or larger creature, the pod transforms into an adult moonflower with full hit points after 1d4 hours. The newly formed moonflower has its own consciousness, but some aspect of its trunk or blossoms resembles the creature that died within. The dead creature’s equipment remains inside the new moonflower and can be retrieved by killing it.

Poison (Ex) Slam—injury; save Fort DC 15; frequency 1/round for 4 rounds; effect confusion and fatigue; cure no saves but “act normally” result on the confusion behavior table ends the effect.
Poison (Ex) Thorn—injury; save Fort DC 31; frequency 1/ round for 6 rounds; effect 1d2 Dex and 4d6 electricity; cure 2 consecutive saves.
Poison (Ex) Three times per day as a free action, a splinter drake can regurgitate its poisonous stomach acids into its mouth and either use it in conjunction with a bite attack or release it along with either version of its breath weapon. The act of regurgitating the poison is a free action. Once it makes a successful bite attack or uses its breath weapon, the poison is used up (though the splinter drake can “reload” again on its next turn if it has any more uses of its poison attack left for the day). Splinter Drake Venom: Bite or breath weapon—injury or contact, save Fort DC 24, frequency 1/round for 5 rounds, effect 1d4 Con, cure 1 save.

Pollen Spray (Ex) A yellow musk creeper can spray a tiny cloud of hypnotic pollen at a single creature within 30 feet. An opponent hit by the cloud must succeed on a DC 14 Fortitude save or be entranced for 1d4 minutes (as by a charm monster spell). Entranced creatures can take no action other than to move at their normal speed into a space occupied by the yellow musk creeper. An entranced creature resists any attempt to halt its progress. A victim within a space occupied by the yellow musk creeper stands there and offers no resistance to the monster’s attacks. The save DC is Constitution-based.

Reform (Ex): When reduced to 0 hit points or less, a fungus weird collapses back into its pool. Four rounds later, it reforms at full strength minus any damage taken from fire-based spells and effects.

Rejuvenation (Ex) A yellow musk creeper can be killed only if its root is dug up, then burned, hacked apart, or otherwise destroyed. Reducing the creeper to 0 or less hit points puts it out of commission, allowing excavation of its roots. The main root is a Small object with a hardness of 3 and 10 hit points. The root can be affected by spells or effects that affect an area or targeted by spells that affect an individual target. As long as the root remains intact, a yellow musk creeper regrows in about 2 weeks.

Remote Sensing (Su) As a standard action, a quickwood can use a normal oak tree within 360 feet as a magical sensor to view its surroundings. This ability is similar to a clairaudience/clairvoyance spell and allows a quickwood to see (including with darkvision) and hear through a sensor. A quickwood does not need line of sight to establish a sensor. A quickwood can establish a new magical sensor in another tree within range as a free action, though it can never have more sensors at one time than its Hit Dice. A quickwood with multiple sensors can switch between them as a free action. An oak tree utilized as a magical sensor takes on a human-like visage (similar to a quickwood). A successful DC 20 Perception check allows a character to notice the tree’s visage.

Reshape Form (Su) A kelpie’s natural form is that of a mass of dark green seaweed. It can assume three other forms. The first is a Small or Medium female humanoid. The second form is a hippocampus (see that entry). The third form is a Large green horse. In each form, the kelpie retains all of her special abilities. She does not truly alter her form (such as shapechangers do), she simply reshapes her body. In all of her forms, the kelpie’s skin/fur has a greenish cast, and her features are slightly distorted. The kelpie’s ruse can be detected if an opponent who is not charmed succeeds on a DC 10 Perception check.

Roots (Ex) A quickwood has dozens of long roots, but can the quickwood uses its pull ability to pull a target within reach of its bite attack, it can immediately make a free bite attack with a +4 bonus on its attack roll against that target.

Rot (Ex) A creature struck by a violet fungus’s tentacle must succeed on a DC 15 Fortitude save or the flesh around the point of contact swiftly begins to rot away, exposing raw bone with shocking swiftness. This hideous affliction causes 1d4 points of Strength damage and 1d4 points of Constitution damage. This is a poison effect. The save DC is Constitution-based.

Seed (Ex) Once per month, a bloodsuckle can generate a walnut-sized seed that it implants in a host’s body. The host wanders off and 1d4 days later, the seed breaks open growing a new bloodsuckle inside the host. Each day a host remains implanted with this seed, it takes 1d4 points of Constitution damage. When its Constitution reaches 0, the host dies and a new bloodsuckle erupts from the corpse and takes root. A remove disease spell destroys the seedling.

Shriek (Su) Once per day as a standard action, a mandragora can give voice to an unsettling shriek. All creatures within a 30-foot spread of a shrieking mandragora must make a DC 15 Will save or become nauseated for 1d4 rounds. This is a sonic, mind-affecting ability. The save DC is Constitution-based.

Sickening Aura (Su) As a free action, a fungus gargoyle can emanate an aura that smells like rotting vegetable matter in a 10-foot radius. Creatures within the area must succeed on a DC 16 Fortitude save or be sickened for as long as they remain in the area and for 1d4 rounds afterwards. The save DC is Constitution-based.

Sleep Pollen (Ex) A creature struck by one of the tri-flower frond’s tendrils must make a DC 13 Fortitude save or fall into a deep, coma-like slumber from which it cannot be awakened that lasts for 1–4 hours. The save DC is Constitution-based. Resistances and immunities to poison apply against the pollen, but resistances or immunities to sleep effects do not. A slumbering victim can also be awakened by a successful DC 20 Heal check after one minute of treatment. A creature that falls victim to the sleep pollen is subject to the tri-flower frond’s acid and fluid drain attacks, both as free actions.

Sleep Spores (Ex) As a standard action, a sleeping willow can eject a cloud of yellowish pollen from its body in a 30-foot spread. Affected creatures must make a successful DC 19 Will save or fall asleep for 10 minutes. There is no HD limit for this sleep effect. The save DC is Constitution-based.

Sleep Spores (Ex): Once every 1d4 rounds, as a standard action, a fungus weird can release a puff of greenish-yellow spores in a 10-foot cone. These spores induce sleep (as the sleep spell) if the opponent fails a DC 15 Will save. Unlike the sleep spell, there is no HD limit or maximum HD affected. The save DC is Constitution-based.

Slowed by Darkness (Ex) Spells that generate darkness (such as darkness or deeper darkness) slow the hangman’s tree (as the slow spell) for 1 round per caster level.

Smother (Ex) By making a successful grapple check (with a +2 bonus for every vine-leaf attached to a foe at the beginning of its turn), a Jupiter bloodsucker can cover a grappled opponent’s nose and mouth. An opponent caught in this way must hold its breath or begin suffocating (see suffocation in the Pathfinder Core Rulebook). A vineleaf attached in this way does not drain blood.

Snap and Saw (Ex) A forester’s bane can saw at an opponent, dealing slashing damage, when it makes a successful grapple check. This attack deals 1d4+3 points of slashing damage per stalk. It cannot attack a pinned opponent with any stalk that has already attacked another opponent that round. A forester’s bane can only attempt to grapple opponents 1 or more sizes smaller than itself. Because of its four leaves, it can grapple up to four different opponents at one time with a single grapple check.

It can also attack a single opponent with more than one leaf, gaining a +2 bonus on its grapple check with each extra leaf (+13 grapple with two leaves, +15 grapple with three leaves, and +17 grapple with all four leaves). Both leaves and stalks each have 10 hit points and can be attacked by making a successful sunder attempt. Attacking a forester’s bane’s leaf or stalk does not provoke an attack of opportunity.

If the leaf is currently grappling a target, the forester’s bane takes a –4 penalty on its opposed roll to resist the sunder attempt. Severing a leaf or stalk deals no damage to a forester’s bane. Attacks that hit a leaf deal half their damage to the monster and half to the trapped victim. Destroyed leaves and stalks grow back in 2d4 weeks if the forester’s bane is not killed.

Sonic Vulnerability (Ex): A blood bush that is subjected to a sonic-based attack or effect (such as a shout spell) loses its blindsight ability and is effectively blinded (as the blindness spell) for a 1d4+6 rounds.

Soporific Pollen (Ex) As a standard action, a xtabay can release sleep-inducing pollen into the air around it. Each creature within a 10-ft. radius burst centered on the xtabay must make a DC 14 Will save or fall asleep for 1d3 minutes. A creature that succeeds on the Fortitude save cannot be affected by the same xtabay’s soporific pollen for 24 hours. A creature put to sleep by this pollen can be awakened by vigorously shaking the sleeper (a standard action) or by damaging it. This is a mind-affecting sleep effect. The save DC is Constitution-based.

Spell-Like Abilities (Sp) With its animate dead spell-like ability a gnarlwood can animate any corpse within 60 feet. Because of their arboreal habitat, most gnarlwoods are accompanied by animal zombies and skeletons.

Spore Cloud (Ex) As a free action, once every 1d4 rounds (but no more than three times per day), a gallows tree zombie can breathe a cloud of poisonous, greenish spores in a 5–foot cube directly in front of it. A creature caught in the cloud must succeed on a DC 14 Fortitude save or be slowed (as the slow spell) for 6 rounds. One minute later, the creature must make another Fortitude save (same DC) or take 1d3 points of Strength damage. The save DC is Constitution-based.
Spore Cloud (Ex): Twice per day, a spore rat can release a cloud of noxious spores in a 5-foot radius. Creatures adjacent to the spore rat must succeed on a DC 11 Fortitude save or take 1d4 points of Strength damage. The cloud lasts a single round. The save DC is Constitution-based.

Spore Cough (Su) Once every 1d4 rounds as a standard action, a mu spore can release a cloud of burrowing spores in a 100-foot cone. The burrowing spores deal 20d8 points of damage to all creatures and wooden structures in the area, or half damage to any creatures that make a DC 34 Reflex save. Plants and plant creatures are immune to this damage. The save DC is Constitution-based.

Spore Infection (Ex) A creature hit by a phycomid’s fluid globule attack must succeed on a DC 13 Fortitude save or take 1d2 points of Constitution damage as tiny mushroom-like growths sprout from its body. Each minute (10 rounds) thereafter, until the victim receives a remove disease, heal, miracle, or wish, he takes 1 point of Constitution damage. At Constitution 0, the victim dies and his body collapses to the ground, sprouting a new phycomid. The save DC is Constitution-based.

Spores (Ex) Any creature struck by a basidirond’s slam attack is coated with spores. The creature struck must make a DC 16 Fortitude save or these spores take root in his flesh, and particularly in his lungs. The save DC is Constititon-based. Basidirond Spores: Disease—inhaled; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
Spores (Ex) Any creature that takes damage from a phycomid’s acid pellet (or consumes even a small portion of the fungus) becomes exposed to the fungus’s spores. These spores grow quickly in living creatures. This affliction is a disease effect, although its course runs much faster than most diseases and is more poison-like in its speed, and like a poison, the spores “burn out” after a short period. A creature that is slain by a phycomid spore infestation bursts open in 1d4 rounds as a fully grown new phycomid emerges. Phycomid Spores: Disease—injury or ingested; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save. The save DC is Constitution-based.
Spores (Ex) Once per round, an ascomoid can fire deadly spores in a 30-foot line. Upon impacting a solid surface, the spores billow into a cloud that fills a 20-foot radius. The cloud lasts 1 round before dispersing. Creatures caught within the cloud must succeed on a DC 16 Fortitude save or take 1d6 points of Constitution damage and become nauseated for 1d4 rounds. A successful save negates the Constitution damage but not the nauseated condition. Once a creature saves against this ability it is immune to the same ascomoid’s spores for 24 hours. The save DC is Constitution-based.
Spores (Ex) The chief is the only vegepygmy with a spore attack. As a standard action, a chief vegepygmy can release a cloud of spores in a 40-foot spread. A living creature caught within the cloud must succeed on a DC 17 Fortitude save or be paralyzed for 2d6 rounds. After the paralysis wears off, the character must succeed on another DC 17 Fortitude save or take 3d6 points of Constitution damage. This save DC is Constitution-based. At Constitution 0 a creature dies, and rises as a 4 HD vegepygmy bodyguard in one day. If a remove disease spell is cast on a paralyzed victim before the paralysis wears off, he does not have to attempt the second Fortitude save and takes no Constitution damage.
Spores (Ex): The bite of a spore rat injects a living creature with miniscule spores that cause nausea for 1 round. A successful DC 11 Fortitude save negates the nausea. The save DC is Constitution-based.

Stun (Ex) If an algoid scores a critical hit with a slam attack, the opponent struck must succeed on a DC 16 Fortitude save or be stunned for 1d2 rounds. The save DC is Strength-based.

Summon Host (Ex) As free action, a bloodsuckle can generate a high-pitched whine that only its hosts can hear. A host that hears this call proceeds immediately at its highest rate of speed and in the most direct route toward the plant. The whine can be heard by a host within 2 miles of the bloodsuckle.

Telepathy (Su) A kelpie can communicate telepathically to a range of 1 mile with any creature she has touched.

Tether-Vine (Ex) A gallows tree zombie is connected to the gallows tree that created it by a long, sinewy vine. This vine can be lengthened to allow the zombie to move up to 100 feet away from the tree. The vine is AC 19 (touch 12) and has 10 hit points. Harming the vine deals no damage to the gallows tree zombie or the gallows tree, but if severed, does prevent the zombie from using its fast healing ability.

Thorns (Ex) A thorny’s body is covered with sharp wooden thorns. Any creature attacking a thorny with a non-reach melee weapon or with natural attacks takes 1d4+2 points of piercing damage from the thorny’s sharp thorns. A creature that grapples with a thorny takes this same damage each round.
Thorns (Ex) An archer bush can fire a cluster of needle-sharp thorns at a single target within 20 feet as a standard action. An opponent hit by the thorns takes 1d8 points of piercing damage. Further, the target takes a –1 circumstance penalty on attack rolls, saves, and checks until the thorns are removed (full-round action to remove the thorns).

Treespeech (Ex) A treant has the ability to converse with plants as if subject to a continual speak with plants spell, and most plants greet them with an attitude of friendly or helpful.

Tremorsense (Ex) Gallows tree zombies can automatically sense the location of anything within 60 feet that is in contact with the same vegetation the zombie is touching.
Tremorsense (Ex) Gallows trees can automatically sense the location of anything within 60 feet that is in contact with the same vegetation the tree is touching.

Underwater Concealment (Ex) The main body of a kelp devil remains submerged even when attacking. This grants it concealment (20% miss chance) against all attacks.

Unhallowed Aura (Su) A gnarlwood emanates an unhallow spell in a 20-foot radius centered on itself. Thus, a gnarlwood is constantly protected as by a magic circle from good, and the DC to resist positive channeled energy within 20 feet of it is reduced by 4 (at the same time the DC to resist negative channeled energy within 20 feet of a gnarlwood gain a +4 bonus). This aura can be dispelled or negated, but the gnarlwood can restart it again as a free action on its next turn.

Vines (Ex) A hangman tree’s vines are primary attacks that deal bludgeoning damage. When a hangman tree grapples a foe with its vines, the tree does not gain the grappled condition. A hangman tree that uses swallow whole transfers a pinned creature from a vine to inside its trunk.
Vines (Ex) The mercy flower can attack with up to four vines at any one time. A creature can break free of a vine with a DC 18 Escape Artist or Strength check. Each vine possesses 5 hit points and can be attacked by making a successful Sunder combat maneuver. Severing a vine does not damage the mercy flower. If a vine is severed, the mercy flower can generate a new one on its next turn as a free action. The save DC is Dexterity-based.

Vulnerability to Water (Ex) A control water spell deals 1d6 points of damage per caster level (maximum 10d6) to an algoid (no save).

Vulnerable to Supernatural Darkness (Ex) In areas of supernatural darkness (such as those created by deeper darkness, but not by darkness), a mandragora is slowed, as the slow spell.

Waking Despair (Ex) A creature that emerges from the illusion of mercy is so bereft at the loss of their dream they sink into an emotional torpor. Unless the creature makes a successful DC 17 Will save, they are exhausted. A successful save means the creature is fatigued for 1 hour instead. The save DC is Charisma-based

Frathe
2013-02-10, 05:14 PM
@LordErebus: I took your acid spray suggestion and combined it with the pyro-/cryohydra mechanics. Now there's a giant twelve-headed plant that breathes acid.

Look what you've done. :smallmad:

:smallwink:

Frathe
2013-02-10, 07:43 PM
Does anyone have a better name for this? "Deathwort" works, but it's not great.

LordErebus12
2013-02-11, 12:15 AM
Does anyone have a better name for this? "Deathwort" works, but it's not great.

i think it really works, though.

Debihuman
2013-02-11, 08:51 AM
These could use a brief description and maybe a bit of ecology to help flesh them out but they look really good. I'm not sure about CR though.

Frathe
2013-02-11, 02:05 PM
Thanks, Debby! You're right, they could use it, and I've now added some description/ecology. I'm not sure about CR either; they go down a Hit Die size from the /hydra, but gain plant traits.