03-06-2017, 11:01 PM
(This post was last modified: 06-12-2017, 08:41 PM by Fortheseen.)
Plant Family
Cactuar
This creature appears to be a small cactus having physical characteristics similar to a humanoid: two arms, two legs and dark spots on its anterior in the shape of a mouth and eyes. Its limbs protrude and bend at ninety-degree angles giving it a rigid look, which belies the speed and agility with which it can move.
CR 2 XP 600
N Small Plant (Humanoid)
Init: +7; Senses Low-light vision; Perception +5
AC 21, touch 19, flat-footed 13(+7 Dex, +2 natural, +1 dodge, +1 size)
hp 25(4d8+4)
Fort +5, Ref +8, Will +2
Immune plant traits
Speed 20 ft.
Melee Slams +11 (1d3-1)
Space 5 ft.; Reach 5 ft.
Special Attacks Thousand Needles
Str 8, Dex 24, Con 13, Int 8, Wis 12, Cha 10
Base Atk +3; CMB +1; CMD 11
Feats Dodge, Weapon Finesse
Skills Escape Artist + 11, Perception +5, Stealth +11, Survival +5
Language Cactuar
SQ Evasion
Evasion(Ex)
The cactuar can avoid even magical and unusual attacks with great agility. If the cactuar makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless cactuar does not gain the benefit of evasion.
Thousand Needles(Su)
3/day, a cactuar conjure up a spray of needles and fires them at targets in a 30-ft.-cone. Creatures within the area take 8d4 points of non-elemental damage (Reflex save DC 20 for half damage). Blue mages may learn this ability as a 3rd level spell (DC 21).
Gigantuar
A huge cactuar with a dignified mustache that would probably look great in a top hat and monocle.
CR 9 XP 6400
N Hugh Plant (Humanoid)
Init: +10; Senses Low-light vision; Perception +13
AC 24, touch 19, flat-footed 13(+10 Dex, +5 natural, +1 dodge, -2 size)
hp 109(12d8+60)
Fort +13, Ref +18, Will +5
Immune plant traits
Speed 40 ft.
Melee 2 slams +17 (2d6+5)
Space 15 ft.; Reach 15 ft.
Special Attacks Ten Thousand Needles
Str 20, Dex 30, Con 20, Int 8, Wis 12, Cha 10
Base Atk +9; CMB +14; CMD 34
Feats Dodge, Juke, Mobility, Sidestep, Wind Stance, Weapon Finesse
Skills Escape Artist + 22, Perception +13, Stealth +22, Survival +13
Language Cactuar
SQ Evasion, Improved Evasion
Improved Evasion(Ex)
This works like evasion, except that while the gigantuar still takes no damage on a successful Reflex saving throw against attacks, it henceforth takes only half damage on a failed save. A helpless gigantuar does not gain the benefit of improved evasion.
Ten Thousand Needles(Su)
3/day, a gigantuar conjure up a spray of needles and fires them at targets in a 60-ft.-cone. Creatures within the area take 16d4 points of piercing damage and are inflicted with 5 points of bleeding. A successful Reflex(DC 20) save halves the damage and negates the bleeding effect. Blue mages may learn this ability as a 5th level spell (DC 25).
Korrigan
A dark-hued mandragora that can be found near volcanoes. Some say they're what mandragora become after they get burnt just watch out for their fire move despite being a plant.
CR 6 XP 2400
N Small Plant
Init: +5; Senses Low-light vision; Perception +11
AC 20, touch 16, flat-footed 15(+5 Dex, + 4 natural, +1 size)
hp 67(8d8+32)
Fort +10, Ref +9, Will +5
Immune plant traits; Resist earth 5, ice 5, lightning 10
Weakness fire
Speed 40 ft., Burrow 10 ft., Climb 40 ft.
Melee Bite +13 (1d6+2 plus grab), 2 slams +12 (1d4+2 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. with slam)
Special Attacks Blood Drain (1d2 Con), Dream Pollen, Fireflash, Photosynthesis, Shriek
Str 16, Dex 20, Con 18, Int 8, Wis 16, Cha 10
Base Atk +6; CMB +8(+12 grapple); CMD 23
Feats Lightning Reflexes, Skill Focus(Perception), Weapon Finesse, Weapon Focus(bite)
Skills Climb +12, Perception +11, Stealth +16(+24 underground); Racial Modifiers +8 Climb, +8 Stealth in underground
Poison (Ex)
Slam – injury; save Fort DC 18; frequency 1/round for 4 rounds; effect confusion and fatigue; cure no saves but “act normally' result on the confusion behavior table ends the effect.
Dream Pollen(Su)
3/day, a korrigan can fill the air with drowsiness within a 15-ft.-radius. Creatures within the area of effect must make a Will save(DC 15) or be inflicted with sleep status for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell(DC 19).
Fireflash(Su)
3/day, a korrigan can focus a single target to burst into flames. The target takes 4d6 points of fire damage and is inflicted with Blind status for 1d4 rounds(Fortitude save DC 15 to negate). Blue mages may learn this ability as a 2nd level spell (DC 19).
Photosynthesis(Su)
A korrigan can “drink” in the sunlight, healing itself for 1d6+3 points of damage and gaining Fast Healing 1 for 1d6 rounds. Blue mages may learn this ability as a 1st level spell (DC 17).
Shriek(Su)
Oncer per day as a standard action, a korrigan can give voice to an unsettling shriek. All creatures within a 30-foot spread of a shrieking korrigan must make a DC 16 Will save or become nauseated for 1d4 rounds. This is a sonic, mind-affecting ability. The save DC is Constitution-based. Blue mages may learn this ability as a 2nd level spell (DC19).
Mandragora
This creature resembles a small, wide-mouthed fat child made from leaves, vines, tree bark, dirt, and pallid tubers.
CR 4 XP 1200
N Small Plant
Init: +4; Senses Low-light vision; Perception +9
AC 17, touch 16, flat-footed 15(+4 Dex, +2 natural, +1 size)
hp 38(5d8+15)
Fort +7, Ref +7, Will +2
Immune plant traits; Resist earth 5, ice 5, lightning 10
Weakness fire
Speed 40 ft., Burrow 10 ft., Climb 40 ft.
Melee Bite +8 (1d6+2 plus grab), 2 slams +8 (1d4+2 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. with slam)
Special Attacks Blood Drain (1d2 Con), Dream Pollen, Photosynthesis, Shriek
Str 15, Dex 18, Con 17, Int 8, Wis 13, Cha 10
Base Atk +3; CMB +4(+8 grapple); CMD 18
Feats Lightning Reflexes, Skill Focus(Perception), Weapon Finesse
Skills Climb +10, Perception +9, Stealth +14(+22 underground); Racial Modifiers +8 Climb, +8 Stealth in underground
Poison (Ex)
Slam – injury; save Fort DC 15; frequency 1/round for 4 rounds; effect confusion and fatigue; cure no saves but “act normally' result on the confusion behavior table ends the effect.
Dream Pollen(Su)
3/day, a mandragora can fill the air with drowsiness within a 15-ft.-radius. Creatures within the area of effect must make a Will save(DC 13) or be inflicted with sleep status for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell(DC 19).
Photosynthesis(Su)
A mandragora can “drink” in the sunlight, healing itself for 1d6+3 points of damage and gaining Fast Healing 1 for 1d6 rounds. Blue mages may learn this ability as a 1st level spell (DC 17).
Shriek(Su)
Oncer per day as a standard action, a mandragora can give voice to an unsettling shriek. All creatures within a 30-foot spread of a shrieking mandragora must make a DC 15 Will save or become nauseated for 1d4 rounds. This is a sonic, mind-affecting ability. The save DC is Constitution-based. Blue mages may learn this ability as a 2nd level spell (DC19).
Neochu
Neochus resemble Ochu, but are purple with blue leafs instead of green. They have poison striking attacks and a deadly poison breath.
CR 9 XP 6400
N Large Plant
Init: +5; Senses Low-light vision; scent; Perception +13
AC 23, touch 10, flat-footed 23(+1 dex, +13 natural, -1 size)
hp 117(12d8+72)
Fort +13, Ref +7, Will +6
Immune Plant traits; Resist earth 10, ice 10, water 10
Weakness Fire
Speed 20 ft., Burrow 10 ft., Climb 20 ft.
Melee Bite +15(1d8+7), 2 Tentacles +16(1d8+7 plus grab and poison)
Space 10 ft.; Reach 10 ft.(15 ft. with tentacle)
Special Attacks Constrict(1d8+7), Filth Cloud, Poison Gas
Str 24, Dex 12, Con 20, Int 2, Wis 14, Char 6
Base Atk +9; CMB +16(+22 grapple); CMD 27
Feats Alertness, Improved Initiative, Improved Natural Attack(Tentacle), Lightning Reflexes, Toughness, Weapon Focus(Tentacle)
Skill Climb +14, Perception +13, Stealth +18(+26 in vegetation); Racial Modifiers +8 Climb, +8 Stealth in vegetation
Poison (Ex)
Slam – injury; save Fort DC 21; frequency 1/round for 6 rounds; effect poisoned and fatigue; cure no saves
Filth Cloud(Su)
5/day, a neochu can release a breath weapon to creatures in a 30-ft.-cone. Creatures within the area of effect are inflicted with Disease and Poison status for 1d6 rounds, Fortitude save(DC 16) to negate the status effects. Blue mages may learn this ability as a 4th level spell(DC 23).
Poison Gas(Su)
3/day, a neochu can release a poison gas from itself spread outward in a 30-ft.-radius. Creatures within the area of effect take 12d6 points of non-elemental damage and are inflicted with Poison status for 1d6 rounds, Fortitude save(DC 18) to negate the status effects and halves the damage. Blue mages may learn this ability as a 6th level spell(DC 27).
Ochu
This creature looks like a bloated ovoid covered with a plantlike skin. A vine-like stalk about 2 feet long rises from the top of the disgusting body and bears the two eyes. Its mouth little more than a wide gash filled with razor-sharp teeth is in the center of the mass.
CR 6 XP 2400
N Large Plant
Init: +4; Senses Low-light vision; scent; Perception +8
AC 18, touch 9, flat-footed 18(+9 natural, -1 size)
hp 63(8d8+27)
Fort +9, Ref +2, Will +3
Immune Plant traits; Resist earth 5, ice 5, water 5
Weakness Fire
Speed 20 ft., Burrow 10 ft., Climb 20 ft.
Melee Bite +9(1d8+4), 2 Tentacles +10(1d6+4 plus grab)
Space 10 ft.; Reach 10 ft.(15 ft. with tentacle)
Special Attacks Constrict(1d6+4), Filth Cloud
Str 19, Dex 10, Con 17, Int 2, Wis 12, Char 6
Base Atk +6; CMB +10(+16 grapple); CMD 21
Feats Alertness, Improved Initiative, Toughness, Weapon Focus(Tentacle)
Skill Climb +10, Perception +9, Stealth +14(+22 in vegetation); Racial Modifiers +8 Climb, +8 Stealth in vegetation
Filth Cloud(Su)
5/day, a neochu can release a breath weapon to creatures in a 30-ft.-cone. Creatures within the area of effect are inflicted with Disease and Poison status for 1d6 rounds, Fortitude save(DC 14) to negate the status effects. Blue mages may learn this ability as a 4th level spell(DC 23).
Cactuar
This creature appears to be a small cactus having physical characteristics similar to a humanoid: two arms, two legs and dark spots on its anterior in the shape of a mouth and eyes. Its limbs protrude and bend at ninety-degree angles giving it a rigid look, which belies the speed and agility with which it can move.
CR 2 XP 600
N Small Plant (Humanoid)
Init: +7; Senses Low-light vision; Perception +5
AC 21, touch 19, flat-footed 13(+7 Dex, +2 natural, +1 dodge, +1 size)
hp 25(4d8+4)
Fort +5, Ref +8, Will +2
Immune plant traits
Speed 20 ft.
Melee Slams +11 (1d3-1)
Space 5 ft.; Reach 5 ft.
Special Attacks Thousand Needles
Str 8, Dex 24, Con 13, Int 8, Wis 12, Cha 10
Base Atk +3; CMB +1; CMD 11
Feats Dodge, Weapon Finesse
Skills Escape Artist + 11, Perception +5, Stealth +11, Survival +5
Language Cactuar
SQ Evasion
Evasion(Ex)
The cactuar can avoid even magical and unusual attacks with great agility. If the cactuar makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless cactuar does not gain the benefit of evasion.
Thousand Needles(Su)
3/day, a cactuar conjure up a spray of needles and fires them at targets in a 30-ft.-cone. Creatures within the area take 8d4 points of non-elemental damage (Reflex save DC 20 for half damage). Blue mages may learn this ability as a 3rd level spell (DC 21).
Gigantuar
A huge cactuar with a dignified mustache that would probably look great in a top hat and monocle.
CR 9 XP 6400
N Hugh Plant (Humanoid)
Init: +10; Senses Low-light vision; Perception +13
AC 24, touch 19, flat-footed 13(+10 Dex, +5 natural, +1 dodge, -2 size)
hp 109(12d8+60)
Fort +13, Ref +18, Will +5
Immune plant traits
Speed 40 ft.
Melee 2 slams +17 (2d6+5)
Space 15 ft.; Reach 15 ft.
Special Attacks Ten Thousand Needles
Str 20, Dex 30, Con 20, Int 8, Wis 12, Cha 10
Base Atk +9; CMB +14; CMD 34
Feats Dodge, Juke, Mobility, Sidestep, Wind Stance, Weapon Finesse
Skills Escape Artist + 22, Perception +13, Stealth +22, Survival +13
Language Cactuar
SQ Evasion, Improved Evasion
Improved Evasion(Ex)
This works like evasion, except that while the gigantuar still takes no damage on a successful Reflex saving throw against attacks, it henceforth takes only half damage on a failed save. A helpless gigantuar does not gain the benefit of improved evasion.
Ten Thousand Needles(Su)
3/day, a gigantuar conjure up a spray of needles and fires them at targets in a 60-ft.-cone. Creatures within the area take 16d4 points of piercing damage and are inflicted with 5 points of bleeding. A successful Reflex(DC 20) save halves the damage and negates the bleeding effect. Blue mages may learn this ability as a 5th level spell (DC 25).
Korrigan
A dark-hued mandragora that can be found near volcanoes. Some say they're what mandragora become after they get burnt just watch out for their fire move despite being a plant.
CR 6 XP 2400
N Small Plant
Init: +5; Senses Low-light vision; Perception +11
AC 20, touch 16, flat-footed 15(+5 Dex, + 4 natural, +1 size)
hp 67(8d8+32)
Fort +10, Ref +9, Will +5
Immune plant traits; Resist earth 5, ice 5, lightning 10
Weakness fire
Speed 40 ft., Burrow 10 ft., Climb 40 ft.
Melee Bite +13 (1d6+2 plus grab), 2 slams +12 (1d4+2 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. with slam)
Special Attacks Blood Drain (1d2 Con), Dream Pollen, Fireflash, Photosynthesis, Shriek
Str 16, Dex 20, Con 18, Int 8, Wis 16, Cha 10
Base Atk +6; CMB +8(+12 grapple); CMD 23
Feats Lightning Reflexes, Skill Focus(Perception), Weapon Finesse, Weapon Focus(bite)
Skills Climb +12, Perception +11, Stealth +16(+24 underground); Racial Modifiers +8 Climb, +8 Stealth in underground
Poison (Ex)
Slam – injury; save Fort DC 18; frequency 1/round for 4 rounds; effect confusion and fatigue; cure no saves but “act normally' result on the confusion behavior table ends the effect.
Dream Pollen(Su)
3/day, a korrigan can fill the air with drowsiness within a 15-ft.-radius. Creatures within the area of effect must make a Will save(DC 15) or be inflicted with sleep status for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell(DC 19).
Fireflash(Su)
3/day, a korrigan can focus a single target to burst into flames. The target takes 4d6 points of fire damage and is inflicted with Blind status for 1d4 rounds(Fortitude save DC 15 to negate). Blue mages may learn this ability as a 2nd level spell (DC 19).
Photosynthesis(Su)
A korrigan can “drink” in the sunlight, healing itself for 1d6+3 points of damage and gaining Fast Healing 1 for 1d6 rounds. Blue mages may learn this ability as a 1st level spell (DC 17).
Shriek(Su)
Oncer per day as a standard action, a korrigan can give voice to an unsettling shriek. All creatures within a 30-foot spread of a shrieking korrigan must make a DC 16 Will save or become nauseated for 1d4 rounds. This is a sonic, mind-affecting ability. The save DC is Constitution-based. Blue mages may learn this ability as a 2nd level spell (DC19).
Mandragora
This creature resembles a small, wide-mouthed fat child made from leaves, vines, tree bark, dirt, and pallid tubers.
CR 4 XP 1200
N Small Plant
Init: +4; Senses Low-light vision; Perception +9
AC 17, touch 16, flat-footed 15(+4 Dex, +2 natural, +1 size)
hp 38(5d8+15)
Fort +7, Ref +7, Will +2
Immune plant traits; Resist earth 5, ice 5, lightning 10
Weakness fire
Speed 40 ft., Burrow 10 ft., Climb 40 ft.
Melee Bite +8 (1d6+2 plus grab), 2 slams +8 (1d4+2 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. with slam)
Special Attacks Blood Drain (1d2 Con), Dream Pollen, Photosynthesis, Shriek
Str 15, Dex 18, Con 17, Int 8, Wis 13, Cha 10
Base Atk +3; CMB +4(+8 grapple); CMD 18
Feats Lightning Reflexes, Skill Focus(Perception), Weapon Finesse
Skills Climb +10, Perception +9, Stealth +14(+22 underground); Racial Modifiers +8 Climb, +8 Stealth in underground
Poison (Ex)
Slam – injury; save Fort DC 15; frequency 1/round for 4 rounds; effect confusion and fatigue; cure no saves but “act normally' result on the confusion behavior table ends the effect.
Dream Pollen(Su)
3/day, a mandragora can fill the air with drowsiness within a 15-ft.-radius. Creatures within the area of effect must make a Will save(DC 13) or be inflicted with sleep status for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell(DC 19).
Photosynthesis(Su)
A mandragora can “drink” in the sunlight, healing itself for 1d6+3 points of damage and gaining Fast Healing 1 for 1d6 rounds. Blue mages may learn this ability as a 1st level spell (DC 17).
Shriek(Su)
Oncer per day as a standard action, a mandragora can give voice to an unsettling shriek. All creatures within a 30-foot spread of a shrieking mandragora must make a DC 15 Will save or become nauseated for 1d4 rounds. This is a sonic, mind-affecting ability. The save DC is Constitution-based. Blue mages may learn this ability as a 2nd level spell (DC19).
Neochu
Neochus resemble Ochu, but are purple with blue leafs instead of green. They have poison striking attacks and a deadly poison breath.
CR 9 XP 6400
N Large Plant
Init: +5; Senses Low-light vision; scent; Perception +13
AC 23, touch 10, flat-footed 23(+1 dex, +13 natural, -1 size)
hp 117(12d8+72)
Fort +13, Ref +7, Will +6
Immune Plant traits; Resist earth 10, ice 10, water 10
Weakness Fire
Speed 20 ft., Burrow 10 ft., Climb 20 ft.
Melee Bite +15(1d8+7), 2 Tentacles +16(1d8+7 plus grab and poison)
Space 10 ft.; Reach 10 ft.(15 ft. with tentacle)
Special Attacks Constrict(1d8+7), Filth Cloud, Poison Gas
Str 24, Dex 12, Con 20, Int 2, Wis 14, Char 6
Base Atk +9; CMB +16(+22 grapple); CMD 27
Feats Alertness, Improved Initiative, Improved Natural Attack(Tentacle), Lightning Reflexes, Toughness, Weapon Focus(Tentacle)
Skill Climb +14, Perception +13, Stealth +18(+26 in vegetation); Racial Modifiers +8 Climb, +8 Stealth in vegetation
Poison (Ex)
Slam – injury; save Fort DC 21; frequency 1/round for 6 rounds; effect poisoned and fatigue; cure no saves
Filth Cloud(Su)
5/day, a neochu can release a breath weapon to creatures in a 30-ft.-cone. Creatures within the area of effect are inflicted with Disease and Poison status for 1d6 rounds, Fortitude save(DC 16) to negate the status effects. Blue mages may learn this ability as a 4th level spell(DC 23).
Poison Gas(Su)
3/day, a neochu can release a poison gas from itself spread outward in a 30-ft.-radius. Creatures within the area of effect take 12d6 points of non-elemental damage and are inflicted with Poison status for 1d6 rounds, Fortitude save(DC 18) to negate the status effects and halves the damage. Blue mages may learn this ability as a 6th level spell(DC 27).
Ochu
This creature looks like a bloated ovoid covered with a plantlike skin. A vine-like stalk about 2 feet long rises from the top of the disgusting body and bears the two eyes. Its mouth little more than a wide gash filled with razor-sharp teeth is in the center of the mass.
CR 6 XP 2400
N Large Plant
Init: +4; Senses Low-light vision; scent; Perception +8
AC 18, touch 9, flat-footed 18(+9 natural, -1 size)
hp 63(8d8+27)
Fort +9, Ref +2, Will +3
Immune Plant traits; Resist earth 5, ice 5, water 5
Weakness Fire
Speed 20 ft., Burrow 10 ft., Climb 20 ft.
Melee Bite +9(1d8+4), 2 Tentacles +10(1d6+4 plus grab)
Space 10 ft.; Reach 10 ft.(15 ft. with tentacle)
Special Attacks Constrict(1d6+4), Filth Cloud
Str 19, Dex 10, Con 17, Int 2, Wis 12, Char 6
Base Atk +6; CMB +10(+16 grapple); CMD 21
Feats Alertness, Improved Initiative, Toughness, Weapon Focus(Tentacle)
Skill Climb +10, Perception +9, Stealth +14(+22 in vegetation); Racial Modifiers +8 Climb, +8 Stealth in vegetation
Filth Cloud(Su)
5/day, a neochu can release a breath weapon to creatures in a 30-ft.-cone. Creatures within the area of effect are inflicted with Disease and Poison status for 1d6 rounds, Fortitude save(DC 14) to negate the status effects. Blue mages may learn this ability as a 4th level spell(DC 23).
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.