Friday, August 31, 2018

Frightful Fridays! Wandering Hogsbane

Hello and welcome back to Frightful Fridays! Today's monster is based on a horror straight out of actual, real-world nature. The heracleum mantegazzianum, or giant hogweed or hogsbane has sap that inflicts burns on skin when the sap is exposed to sunlight. I didn't have to do much to ramp up the terror for this plant beyond making it ambulatory. For extra fun, I added an even more fantastical variant.

I hope you enjoy the wandering hogsbane, and I'll see you next week with another monster!



This animated plant has a bright green stem, spotted with dark red and featuring clumps of white hair-like growths. The plant’s head is a resplendent cluster of white flowers.
Wandering Hogsbane      CR 7
XP 3,200
N Huge plant
Init +0; Senses low-light vision; Perception +12
DEFENSE
AC 20, touch 8, flat-footed 20 (+12 natural, –2 size)
hp 85 (10d8+40)
Fort +11, Ref +5, Will +7
Defensive Abilities poisonous; DR 10/slashing; Immune electricity, plant traits
OFFENSE
Speed 30 ft.
Melee 2 slams +14 (2d6+8 plus phototoxic poison)
Space 15 ft.; Reach 15 ft.
Special Attacks trample (2d6+12, DC 23)
STATISTICS
Str 26, Dex 11, Con 19, Int 8, Wis 15, Cha 10
Base Atk +7; CMB +17 (+19 bull rush); CMD 27 (29 vs. bull rush)
Feats Improved Bull Rush, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Skills Knowledge (nature) +6, Perception +12, Stealth –8 (+8 in forests); Racial Modifiers +4 Knowledge (nature), +16 Stealth in forests
Languages Sylvan, Treant
ECOLOGY
Environment temperate or warm forests
Organization solitary or infestation (2–12)
Treasure none
SPECIAL ABILITIES
Phototoxic Poison (Ex) Slam or trample—injury; save Fort DC 19; frequency 1/round for 8 rounds; effect 1d4 Dex and 1d4 Cha; cure 2 consecutive saves. The save DC is Constitution-based. A wandering hogbane’s poison only takes effect in sunlight. If a creature is poisoned but not in sunlight, the poison can last for up to 48 hours, activating immediately when the creature is exposed to sunlight. Removing the poison before it activates requires an application of at least a gallon of water.
Poisonous (Ex) Any creature that attacks a wandering hogsbane with a natural weapon or that grapples the hogsbane is exposed to its poison. If a creature adjacent to the hogsbane attacks it with a piercing or slashing melee weapon, the creature must succeed on a DC 19 Fortitude save to avoid being exposed to its poison. The save DC is Constitution-based.

Wandering hogsbanes are aggressive protectors of their forest homes. Compared to many other sentient trees of their stature, they are incredibly short-lived, so they make the most of their limited time. While they are capable of speaking, they prefer action to debate. However, if a particularly persuasive druid or sentient plant commands them, they can exercise patience…for a time. When they are at rest, hogsbanes cluster together and avoid most other creatures.

A typical wandering hogsbane is 27 feet tall, has a 2-foot-diameter trunk, and weighs 3,000 pounds. Wandering hogsbanes reach their full height in 2 years and live an additional 5 years beyond that.

Inferno Hogsbane (CR +1): This variant wandering hogsbane has the advanced creature template. Its poison deals 1d6 Dex and 1d6 Cha damage, inflicts burn (2d6, DC 21), and requires 3 consecutive saves to cure. Its poison is activated by fire damage, as well as by sunlight. Additionally, if the inferno hogsbane takes fire damage from a spell or effect that affects an area, it releases a toxic 20-foot-radius cloud, requiring all creatures in the affected area to succeed on a DC 21 Reflex save or become exposed to its poison.