Size/Type: Medium Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +3
Speed: 5 ft. (1 square), climb 5 ft.
Armor Class: 16 (+3 Dex, +3 Natural Armor)
Base Attack/Grapple: +4/+5
Attack: Bite +5 melee (1d6+1) or Tongue melee +5 (touch) or Spine +7 ranged (1d4+1 plus poison)
Full Attack: Bite +5 melee (1d6+1)
Space/Reach: 5 ft./5 ft. or 10 ft. See description
Special Attacks: Improved Grab, Poison Spines, Stench, Swallow Whole
Special Qualities: Camouflage, Immunity to Confusion, Tremorsense 30 ft.
Saves: Fort +6, Ref +7, Will +1
Abilities: Str 13, Dex 16, Con 15, Int 3, Wis 10, Cha 5
Skills: Climb +10, Hide +6*, Move Silently +9**
Feats: Ability Focus (Poison), Ability Focus (Stench)
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 5-9 HD (Medium); 10-14 (Large)
Level Adjustment: -

A ramovita, also known as a living branch, is usually between 5 and 6 feet long, only a little more than 1 foot in diameter, and visibly akin to a leafless branch. Its hind feet feature huge suckers which attach to tree trunks, while the rest of the body remains motionless so that it perfectly resembles a tree branch. They are carnivorous creatures, preferring prey with stench abilities (such as skunks and kettumere), as their own pungent aromas fuel its own stench ability, though they will eat anything smaller than themselves (they have been known to feast on the occasional halfling). Ramovita will lie dormant for lengthy periods of time, often up to a week, waiting for a meal. Because they often eat creatures of reasonable size, a ramovita‘s body will often bloat. Once so bloated, ramovita will climb down their trees to the base to act as a root until they fully digest their food, at which time they climb the tree once more to resume their position as a “living branch.”

Ramovita cannot speak.

When predators are near, a ramovita will usually rely on its camouflage to keep it safe. When that fails, the ramovita uses its stench ability to keep its predator occupied while it escapes. When confronting creatures smaller than itself, ramovita fire their poisoned spines to paralyze their target, and then lash out with their tongues to drag in their prey.

Poison Spines (Ex): Three times per day, no more than once per 1d4+1 rounds, a ramovita may shoot spines out of its body that coated with a potent toxin, with initial paralysis that lasts for 1 minute per racial Hit Die, with a secondary 1d3 Con damage. The affected creature may make a DC 16 Fortitude save to resist. The save DC is Constitution-based. In addition, the spines affect a square instead of a single target. All objects within the square are entitled to a DC 13 Reflex save for half damage (this does not negate the poison, but a creature with evasion that succeeds the reflex save avoids the spines and does not have to make a Fortitude save). This save DC is Dexterity-based. The spines have a range increment of 10 ft. and a maximum range of 30 ft.

Stench (Ex/Su): Once per 24 hours, when a ramovita is frightened, the glands at the base of its skull flare and puff out a pungent, disgusting aroma, that is so vile that it nauseates those who inhale it. All living creatures (except other ramovita) within 30 feet must succeed a DC 16 Fortitude save or be nauseated for 1d4+1 rounds. In addition, creatures who fail the Fortitude save must succeed a DC 16 Will save or be confused as well for 1d4+1 rounds. The save DCs are Constitution-based. Ramovita are immune to their own stench, and the stench of other ramovita. The confusion effect is considered a supernatural ability.

Improved Grab (Ex): To use this ability, a ramovita must hit a creature at least one size smaller than itself with its tongue attack, which has a reach of 10 ft. It can then 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 can try to swallow the opponent in the following round.

Swallow Whole (Ex): A ramovita may swallow whole any creature of Small or smaller size. Once inside, the creature takes 1d4+1 points of crushing damage plus 1d4+1 points of acid damage per round from the ramovita's digestive juices. A creature may cut its way out with a light slashing or piercing weapon by dealing 5 points of damage to its interior (AC 11). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A medium ramovita’s interior can hold 1 small creature, 4 tiny creatures, or 16 diminutive or smaller opponents.

Camouflage: A ramovita may use the Hide skill without cover or concealment when on a tree.

Tremorsense: A ramovita senses any creatures in contact with the tree it is on as long as it is stationary and within range. This does not apply when the ramovita is not in contact with a tree.

Skills: Ramovita have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Ramovita have a +4 racial bonus on Move Silently checks.
*Ramovita have a +10 Hide bonus when on trees.
**Ramovita may Move Silently at their full speed without penalty.

Physiological uses: Ramovita, though often hard to find, are hunted commonly for their scent glands. When properly processed, ramovita scent is turned into a very strong, musky cologne, or a potent, sweet perfume. In addition, due to the potency of its poison, it is often poached for its venom sacs. Ramovita poison, when exposed to air, gradually loses potency; if not collected quickly enough, the poison is significantly less potent. Ramovita colognes and perfumes sell from 200 to 300 gp, and its poison sells for 200 gp.

Ramovita Poison Extract Injury DC 16 Paralysis for 1d4 minutes 1d3 Con 200 gp