LordErebus12
2012-05-17, 12:25 AM
---- Emerald Seed-Spitter ---- CR 7
N Tiny Plant
http://s18.postimage.org/ewg1hvghl/image.png
Emerald Seed-Spitter often grow in clusters, mimicking flowerbeds to fool its prey into believing it a normal plant and they can easily slay (or use as host) the foolish or unlucky creature to fall into such a flower patch.
The plant resembles a large petaled flower that has closed buds, with a barbed vine for a stem twisting below it. Two barbed cacti also appear to be growing nearby, these barbed cacti are the main flower's tentacles, sticking just the ends out of the ground to fool potential victims. They come out of the ground to attack those nearby as soon as the plant fires its fires its first barrage of darts.
In several cases this plant has been used as an assassination tool, planted in a king's garden or potted and wrapped then sent as a gift. (they tend to sleep, wilting slightly when removed from sunlight but will become active when placed in the window for a few hours).
"what a gift! A rare flower sent by an "admirer". lets put it in the light so it will recover from its trip."
-King Groldin, of Esser-
Defense
Init +6; Senses Bloodsense, Lowlight Vision; Perception +13
AC 20, Touch 18, Flat-footed 14 (+6 Dex, +2 Natural, +2 Size)
HP 80 (8d8+16)
Fortitude +8, Reflex +10, Will +4
Immunity acid, all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep effects, and stunning
Offense
Speed 20 ft.; Climb 20 ft.
Base Atk +6 (+2 Size); CMB +10; CMD 19
Special Attacks Flower Dart (5 / day), Implant (DC18), Sneak Attack (Half progression as rogue; +2d6)
Melee 2 Tentacles + melee (1d4-1 bludgeoning plus 1d6 acid)
Ranged 6 Flower Darts +10 ranged 40 ft. (all targets within 30 ft. of each other) (1d6 P plus 2d6 sneak attack / 20x2) (5 / day)
Deadly Aim 6 Flower Darts +7/+2 ranged 30 ft. (all targets within 30 ft. of each other) (1d6+6 P plus 2d6 sneak attack / 20x2) (5 / day)
Statistics
Encounter: Single, Pair, Cluster (5-20), or Field (20-50)
Languages: Doesn’t Speak
Feats: Skill Focus (Stealth), Lightning Reflexes, Deadly Aim, Combat Reflexes
Skills: Acrobatics 1 rank (+8), Perception 6 ranks (+11), Stealth 1 rank (+21) (+8 stealth if in flowered terrain or +4 if in forested terrain)
Str 8, Dex 22, Con 15, Int 2, Wis 14, Cha 6
Special
Bloodsense (Ex): An Emerald Seed-Spitter can detect any living creature that has blood in its body to a range of 60 feet by scent.
Camouflage (Ex): Since an Emerald Seed-Spitter 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.
Flower Dart (Ex): As a standard action, an Emerald Seed-Spitter 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.
Implant (Ex): A creature hit by one of the Emerald Seed-Spitter’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.
Sneak Attack (Ex): This Plant fires its darts with high precision, directly at the weakest points, the eyes and face, unarmored skin, underarms or groin, etc. Whenever they fire for the first time, when flanking foes or when the target is flat-footed; they are treated as having the sneak attack class ability. These plants treat their rogue levels as half of their Hit Dice.
N Tiny Plant
http://s18.postimage.org/ewg1hvghl/image.png
Emerald Seed-Spitter often grow in clusters, mimicking flowerbeds to fool its prey into believing it a normal plant and they can easily slay (or use as host) the foolish or unlucky creature to fall into such a flower patch.
The plant resembles a large petaled flower that has closed buds, with a barbed vine for a stem twisting below it. Two barbed cacti also appear to be growing nearby, these barbed cacti are the main flower's tentacles, sticking just the ends out of the ground to fool potential victims. They come out of the ground to attack those nearby as soon as the plant fires its fires its first barrage of darts.
In several cases this plant has been used as an assassination tool, planted in a king's garden or potted and wrapped then sent as a gift. (they tend to sleep, wilting slightly when removed from sunlight but will become active when placed in the window for a few hours).
"what a gift! A rare flower sent by an "admirer". lets put it in the light so it will recover from its trip."
-King Groldin, of Esser-
Defense
Init +6; Senses Bloodsense, Lowlight Vision; Perception +13
AC 20, Touch 18, Flat-footed 14 (+6 Dex, +2 Natural, +2 Size)
HP 80 (8d8+16)
Fortitude +8, Reflex +10, Will +4
Immunity acid, all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep effects, and stunning
Offense
Speed 20 ft.; Climb 20 ft.
Base Atk +6 (+2 Size); CMB +10; CMD 19
Special Attacks Flower Dart (5 / day), Implant (DC18), Sneak Attack (Half progression as rogue; +2d6)
Melee 2 Tentacles + melee (1d4-1 bludgeoning plus 1d6 acid)
Ranged 6 Flower Darts +10 ranged 40 ft. (all targets within 30 ft. of each other) (1d6 P plus 2d6 sneak attack / 20x2) (5 / day)
Deadly Aim 6 Flower Darts +7/+2 ranged 30 ft. (all targets within 30 ft. of each other) (1d6+6 P plus 2d6 sneak attack / 20x2) (5 / day)
Statistics
Encounter: Single, Pair, Cluster (5-20), or Field (20-50)
Languages: Doesn’t Speak
Feats: Skill Focus (Stealth), Lightning Reflexes, Deadly Aim, Combat Reflexes
Skills: Acrobatics 1 rank (+8), Perception 6 ranks (+11), Stealth 1 rank (+21) (+8 stealth if in flowered terrain or +4 if in forested terrain)
Str 8, Dex 22, Con 15, Int 2, Wis 14, Cha 6
Special
Bloodsense (Ex): An Emerald Seed-Spitter can detect any living creature that has blood in its body to a range of 60 feet by scent.
Camouflage (Ex): Since an Emerald Seed-Spitter 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.
Flower Dart (Ex): As a standard action, an Emerald Seed-Spitter 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.
Implant (Ex): A creature hit by one of the Emerald Seed-Spitter’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.
Sneak Attack (Ex): This Plant fires its darts with high precision, directly at the weakest points, the eyes and face, unarmored skin, underarms or groin, etc. Whenever they fire for the first time, when flanking foes or when the target is flat-footed; they are treated as having the sneak attack class ability. These plants treat their rogue levels as half of their Hit Dice.