Thanks for reading along so far. The next monster begins treading in the dangerous CR 20+ realm. See you tomorrow!
This collection of
plants is shaped like a tyrannosaurus, complete with small front arms and
toothy maw.
Verdant Rex CR 19
XP 204,800
N Gargantuan plant
Init –2;
Senses low-light vision; Perception
+24
DEFENSE
AC 34, touch 4,
flat-footed 34 (–2 Dex, +30 natural, –4 size)
hp 345 (30d8+210)
Fort +23, Ref +8, Will +15
Defensive Abilities
verdant healing; DR 20/adamantine
and slashing; Immune electricity,
fire, plant traits; Resist acid 10
OFFENSE
Speed 50 ft.
Melee bite +30
(3d6+12/19–20
plus grab), 2 slams +30 (2d6+12/19–20 plus entangling vines)
Ranged tree +17
(6d6+12 plus trip)
Space 20 ft.; Reach 20 ft.
Special Attacks
breath weapon (60-ft. cone, 20d6 piercing damage, Reflex DC 31 for half, usable
every 1d4 rounds), swallow whole (10d6 bludgeoning and piercing damage, AC 25,
34 hp), trample (8d6+18, DC 37)
STATISTICS
Str 35, Dex 6, Con 23, Int 3, Wis 20, Cha 10
Base Atk +22; CMB +38 (+40 bull rush, +42 grapple); CMD 46 (48 vs. bull rush, can't be
tripped)
Feats Awesome
Blow, Bull Rush Strike[APG], Cleave, Cleaving Finish[UC], Critical Focus,
Improved Bull Rush, Improved Critical (bite), Improved Critical (slam),
Intimidating Prowess, Power Attack, Skill Focus (Perception), Staggering
Critical, Stunning Critical, Toughness, Weapon Focus (tree)
Skills Intimidate
+32, Perception +24
ECOLOGY
Environment any
forest
Organization solitary,
coterie (2–4
plus 11–20
treants)
Treasure standard
SPECIAL ABILITIES
Breath Weapon (Su)
A creature that takes damage from a verdant rex’s breath weapon must succeed at
a Fortitude save with the same DC as the breath weapon, or become sickened by
the splinters impaling its flesh; this condition lasts until the splinters are
removed. Removing splinters requires a DC 20 Heal check made as a full-round
action. On a failed check, the splinters are still removed, but the process
deals 2d6+2 points of damage to the victim.
Entangling Vines (Ex)
If a verdant rex successfully strikes an opponent with its slam attack, it
covers the victim in grasping vines, which entangle the creature. The creature
can break free of the vines with a DC 31 Strength or Escape Artist check. The
vines become inert after 1 minute, which also frees the entangled creature. The
check DC is Constitution-based.
Tree Throw (Ex) A
verdant rex can throw a tree with a 90-foot range increment. The verdant rex
can target two adjacent creatures with a single tree; it makes one attack roll
and applies the result to each creature’s AC. On a successful hit, the verdant
rex receives a free trip attempt, using its CMB, to knock the struck creature
prone.
Verdant Healing (Ex)
While in a forest, a verdant rex can use a standard action to add trees to its
mass, healing it 4d6+20 hit points.
Shaped by forest protectors and given a spark of intelligence
through a ritual purportedly enacted by a cabal of treants, verdant rexes are predatory
plant creatures capable of deterring all but the most stalwart of enemies. The
giant plant amalgams can tear trees from their mass without harm and throw the
trees at incredible distances to knock down their foes. At closer range, they
rely on a spray of splinters to further harm and incapacitate opponents. They
enjoy the visceral feel of close combat and devour smaller opponents or wrap
them up in constricting vines. When verdant rexes have turned away major threats,
they go dormant and resemble particularly fearsome topiaries until the need
arises for them to once again protect the forests they call home.
Verdant rexes are 45 feet long and weigh nearly 10 tons.