Hello and welcome to the post-Thanksgiving (well, in America) Frightful Fridays! Since I missed last week, I figured I would make up for it by stuffing today's post with a plethora of plants. OK, they *look* like plants, but they're actually Abyssal creatures sent to the Prime Material Plane to destroy plants, as Abyssal critters are wont to do. They're especially dangerous to plants (so be careful, leshy and ghoran PCs!), but they have enough ways to murder non-plants to make them a challenge for the majority of PCs.
I hope you enjoy these demonic plants. I'll see you next week with something else!
This sunflower stands
as tall as a human and has a thick, red stalk. Its flower is an angry red and bears
demonic facial features.
Spiteflower CR 6
XP 2,400
CE Medium outsider (extraplanar)
Init +1; Senses darkvision 60 ft.; Perception
+15
DEFENSE
AC 19, touch 11,
flat-footed 18 (+1 Dex, +8 natural)
hp 68 (8d10+24)
Fort +9, Ref +9, Will +6
Immune
electricity, plant traits; Resist
acid 5, cold 5, fire 5
OFFENSE
Speed 30 ft.
Melee slam +13
(2d6+7)
Ranged fire beam
+10 touch (4d6 fire/19–20)
Special Attacks
favored enemy (plants +4), hail of seeds
Spell-Like Abilities
(CL 8th; concentration +9)
Constant—speak with plants
1/day—blight (DC 16)
STATISTICS
Str 20, Dex 13, Con 17, Int 6, Wis 18, Cha 13
Base Atk +8; CMB +13; CMD 24 (can't be tripped)
Feats Dazzling
Display, Improved Critical (fire beam), Lightning Reflexes, Weapon Focus (fire
beam)
Skills Disguise
+12, Intimidate +12, Knowledge (nature) +9, Perception +15
Languages
Abyssal, Sylvan; speak with plants
SQ camouflage
ECOLOGY
Environment any
land (the Abyss)
Organization
solitary or bunch o’ spite (2–16)
Treasure none
SPECIAL ABILITIES
Camouflage (Ex) A
spiteflower can make a Disguise check to look like a large sunflower. Creatures
can attempt Knowledge (nature) or Knowledge (planes) checks instead of
Perception checks to see through the disguise.
Fire Beam (Su) As
a move action, a spiteflower can access the Abyss to power its fire beam. Its
fire beam can only harm plants, but the raw energy from the Abyss causes the
damage to not be subject to resistance or immunity to fire-based attacks.
A spiteflower’s fire beam has a 30-foot range increment.
Hail of Seeds (Ex)
Every 1d4 rounds as a standard action, a spiteflower can spray hundreds of razor-sharp
seeds in a 30-foot cone. All creatures in the area must succeed at a DC 17
Reflex save or take 6d6 points of piercing damage and 1d4 bleed. On a
successful save, they take half damage and no bleed. The save DC is Constitution-based.
This shrub has brittle
branches and dying leaves that barely conceal a pair of sickly green, whip-like
vines.
Razorwhip Shrub CR
8
XP 4,800
CE Small outsider (extraplanar)
Init +5; Senses darkvision 60 ft.; Perception
+17
DEFENSE
AC 21, touch 17,
flat-footed 15 (+5 Dex, +1 dodge, +4 natural, +1 size)
hp 95 (10d10+40)
Fort +11, Ref +10, Will +11
Immune
electricity, plant traits; Resist
acid 10, cold 5, fire 10
OFFENSE
Speed 30 ft.
Melee 2 vines +15
(3d6+3/17–20/x3
plus 2d4 bleed)
Space 5 ft.; Reach 5 ft. (10 ft. with vines)
Special Attacks
blood rage, favored enemy (plants +6), razor vines, whip whirl
Spell-Like Abilities
(CL 10th; concentration +12)
Constant—speak with plants
3/day—blight (DC 17)
1/day—blade barrier (DC 18)
STATISTICS
Str 16, Dex 21, Con 19, Int 6, Wis 18, Cha 15
Base Atk +10; CMB +12; CMD 28 (can't be tripped)
Feats Dazzling
Display, Dodge, Lightning Reflexes, Mobility, Weapon Focus (vine)
Skills Disguise
+15, Intimidate +15, Knowledge (nature) +11, Perception +17
Languages
Abyssal, Sylvan; speak with plants
SQ camouflage
SPECIAL ABILITIES
Blood Rage (Ex) A
razorship shrub’s ability activates whenever it deals bleed damage to a plant
creature, but otherwise functions as the universal monster rule of the same name.
Camouflage (Ex) A
razorwhip shrub can make a Disguise check to look like an ordinary shrubbery. Creatures
can attempt Knowledge (nature) or Knowledge (planes) checks instead of
Perception checks to see through the disguise.
Razor Vines (Ex)
A razorwhip shrub’s vines are extremely sharp. They deal slashing damage with a
critical threat range of 17–20 and a critical multiplier of x3. Additionally,
when the shrub confirms a critical hit with a vine attack, it deals 1d4 points
of Constitution bleed rather than 2d4 bleed.
Whip Whirl (DC 19)
(Ex) Once every 1d4 rounds as a standard action, a razorwhip shrub can swing
one of its vines around it, inflicting 6d6 slashing to all creatures within 10
feet of it (DC 19 Reflex half). The save DC is Constitution-based.
This gigantic tangle
of leafy vines contains the bones of animals and humans along with the remnants
of various other plants within its mass.
Suffokudzu CR 12
XP 19,200
CE Large outsider (extraplanar)
Init –2;
Senses darkvision 60 ft.; Perception
+23
DEFENSE
AC 27, touch 7,
flat-footed 27 (–2 Dex, +20 natural, –1 size)
hp 172 (15d10+90);
fast healing 5
Fort +15, Ref +3, Will +14
DR 10/adamantine;
Immune electricity, plant traits; Resist acid 10, cold 10, fire 10; SR 23
OFFENSE
Speed 30 ft.,
climb 30 ft.
Melee 2 slams +22
(4d6+7/19–20)
Space 10 ft.; Reach 10 ft.
Special Attacks devastating
blight, engulf, favored enemy (plants +6), smother, strangle
Spell-Like Abilities
(CL 15th; concentration +21)
Constant—speak with plants
3/day—blight (DC 21), suffocation[APG] (DC 21)
STATISTICS
Str 24, Dex 7, Con 23, Int 6, Wis 20, Cha 23
Base Atk +15; CMB
+23; CMD 31 (can't be tripped)
Feats Critical
Focus, Dazzling Display, Improved Critical (slam), Improved Vital Strike, Power
Attack, Staggering Critical, Vital Strike, Weapon Focus (slam)
Skills Disguise
+24, Intimidate +24, Knowledge (nature) +16, Perception +23
Languages
Abyssal, Sylvan; speak with plants
SQ camouflage,
reuse or recycle
SPECIAL ABILITIES
Camouflage (Ex) A
suffokudzu can make a Disguise check to look like an ordinary shrubbery. Creatures
can attempt Knowledge (nature) or Knowledge (planes) checks instead of
Perception checks to see through the disguise.
Devastating Blight
(Su) If a suffokudzu uses its blight
spell-like ability, rather than targeting a single creature, it can target all
creatures it has currently engulfed.
Reuse or Recycle (Ex)
If a suffokudzu kills a plant creature while the plant creature is engulfed by
it, it can either gain temporary hit points equal to twice the plant creature's
Hit Dice for 1 hour, or animate the corpse as if it cast animate plants on it. The suffokudzu can animate any number of
plants, and the plants remain animated for 1 hour or until destroyed.
When the demon Aragahz failed in his scheme to retrieve his
eye, he was especially furious at the fact a collection of walking plants—leshys—proved
his undoing. Seething, he returned to his domain to plot his revenge on the leshys.
He came upon the idea to create demonic mockeries of plants found on the Prime
Material Plane and setting them loose on the objects of his ire. He commanded
his minions to gather Prime Material plants and replanted them in the barren
soil in his domain. Replacing sunlight and water with hatred and demon ichor,
Aragahz rejoiced as his terrible garden took shape.
All three varieties of demonic plants enjoy destruction,
especially in verdant locations. Their hatred for plant creatures overrides
everything, so they always focus their attacks on plant creatures in preference
to other creatures, regardless of the relative power of the creatures. With the
exception of spiteflowers, these demonic plants relish direct attacks, feeling flesh
tear and bones and branches break under their assaults. Spiteflowers are
content to fry their foes from a comfortable distance, resorting to a spray of
bullet-like seeds at groups of opponents that draw too close; they gleefully smash
into their foes when they can’t avoid close-quarters combat.
While the demonic plants devastate all plant life where they
find it, on rare occasions they leave surviving plants. Unfortunately, the
demonic plants incidentally crosspollinate with these survivors, laying the
groundwork for more of their ilk.