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.