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LordErebus12
2012-05-17, 12:51 AM
---- Psionic Moonflower ---- CR 9 male / CR 10 female
Male or Female
N Large Plant

http://s16.postimage.org/h4k44qav9/image.png

These strange tropical plants live high up in the dense canopies of wild jungles. these creatures filter all the energy to live from the sunlight, but also have been seen stealing honey from hives, nectar from flowers, and sap from certain trees on occasion.

Males tend to ignore all creatures nearby, only attacking if attacked and quite peaceful, even skittish. While the meaner females, flashing its flowers rapidly, attacks any creature other than a male in her territorial range.

Its not uncommon to see males with terrible injuries from acid whip burns, although it is unclear as to whether its inflicted by either males or females. However; Males show no aggression towards each other and do not have a period of rutting, like in hooved animals like deer.

Despite the inability to communicate in a spoken language, they do show a means of communication between each other, flashing pulses of lights in different patterns from its 6 large flowers that each possess.

Aside from the six flowers; numerous other bits of bark, thorns, moss, and flowers make up this six legged, whipped tailed plant. the twin whip tails are porous and ooze with an acidic sap that clings to surfaces.

Defense
Init +4; Senses Plantsense 60 ft., Lowlight Vision; Perception +7
AC 23, Touch 13, Flat-footed 19 (+4 Dex, +10 Natural, -1 Size)
HP 120 (10d8+40)
Fortitude +11, Reflex +7, Will +5
Immunity all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), light pulse, paralysis, poison, polymorph, sleep effects, and stunning
Weakness Cold Paralysis (see below)

Offense
Speed 40 ft.; Climb 40 ft.
Base Atk +7 (-1 Size); CMB +14; CMD 28
Special Attacks Light Pulse (standard action) (50 ft. burst, DC19 fort or blinded for 1d4 rounds), Mind Blast (60 ft. cone, 1 / hour, DC19 will or stunned for 3d4 rounds), Thorns (standard action) (–2 circumstance penalty on attack rolls, saves, and checks until removed)
Melee 2 Whip-Tails +13 melee (2d6 slashing plus 1d6 acid)
Ranged Thorns +11 ranged 30 ft. (2d8 piercing / 20x2; see below)

Statistics
Male Behavior: Aggressive if attacked or threatened
Female Behavior: Aggressive and very territorial (1 square mile)
Encounter: Single, Pair, Pod (3-9 males plus 1 female)
Languages: Doesn’t Speak

Feats: Skill Focus (Acrobatics), Skill Focus (Athletics), Combat Reflexes, Power Attack
Skills: Acrobatics 5 ranks (+12), Athletics 3 ranks (+12), Perception 2 ranks (+7), Stealth 10 ranks (+13) (+4 stealth if in forested terrain)
Str 22, Dex 19, Con 18, Int 10, Wis 14, Cha 16

Special
Light Pulse (Su): As a standard action, a Psionic Moonflower can release a pulse of bright light. All creatures within a 50- foot burst that can see the Psionic Moonflower must make a DC 19 Fortitude save or be blinded for 1d4 rounds. Psionic Moonflowers are immune to this ability. The save DC is Constitution-based.

Mind Blast (Sp): Once per hour, a Psionic Moonflower can use a mind blast in a 60-foot cone. Any creature caught in the cone must succeed on a DC 19 Will save or be stunned for 3d4 rounds. The save DC is Charisma-based and includes a +2 racial bonus.

Cold Paralysis (Ex): Prosperous in hot and humid environments, Cold-based effects or damage paralyze Psionic Moonflowers, like under the effect of a hold person spell. Cold environments, such as below zero, causes temporary 1d6 con damage per round of exposure to Psionic Moonflowers.

Plantsense (Ex): A Psionic Moonflower can automatically pinpoint the location of anything within 60 feet that is in contact with vegetation.

Thorns (Ex): A Psionic Moonflower can fire a cluster of needle-sharp thorns at a single target within 30 feet as a standard action. An opponent hit by the thorns takes 2d8 points of piercing damage. Further, the target takes a –2 circumstance penalty on attack rolls, saves, and checks until the thorns are removed (full-round action to remove the thorns).

Spell-Like (or Psi-Like) Abilities
Sunbeam (3 Beams)
Uses (3 / Day, once every 1d4 rounds if not in direct sunlight)
(At will, once every 1d4 rounds if in direct sunlight)
School evocation [light]
Level druid 7
Casting Time 1 standard action
Components V (Purring), S (Flowers Shake and Glow)
Range 60 ft.
Area line from any flower upon the creature
Duration 10 rounds or until all beams are exhausted
Saving Throw see text Spell Resistance yes

For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted.

Each creature in the beam is blinded and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half. An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful.

In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.

This ability recharges 1 use per minute of sunlight exposure

Example: if one fires 3 shots of light, then returns to sunlight for one minute, then enters darkness again, it keeps that one charge, losing its at will function.

Females: intensely aggressive and slightly more powerful than males, apply the advanced simple template.

LordErebus12
2012-06-17, 09:47 AM
hard to finish this one.