Yellow Musk Sporebearer
CRUNCH
Yellow Musk Spore Bearer
CR 2
XP 600
NE Medium plant
Init +1; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 13, touch 11, flat-footed 12 (+2 natural)
hp 2 (2HD)
Fort +0, Ref +0, Will +3
DR 5/slashing; Plant traits
OFFENSE
Spd 35 ft.
Melee slam +3 (1d6+3)
Special Attacks - Burst
CR 2
XP 600
NE Medium plant
Init +1; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 13, touch 11, flat-footed 12 (+2 natural)
hp 2 (2HD)
Fort +0, Ref +0, Will +3
DR 5/slashing; Plant traits
OFFENSE
Spd 35 ft.
Melee slam +3 (1d6+3)
Special Attacks - Burst
STATISTICS
Str 14, Dex 13, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +3; CMD 13
Feats: Fleet
SQ plant traits, staggered
SPECIAL ABILITIES
Plant Traits (Ex)
This zombie's animation is provided not by necromancy but by the plant that grows throughout its body. Yellow musk zombies lack undead traits, but gain plant traits. They are treated as plants, not undead, for the resolution of magical effects and attacks. Channel energy cannot harm a yellow musk zombie, for example, nor does negative energy heal a yellow musk zombie.
Str 14, Dex 13, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +3; CMD 13
Feats: Fleet
SQ plant traits, staggered
SPECIAL ABILITIES
Plant Traits (Ex)
This zombie's animation is provided not by necromancy but by the plant that grows throughout its body. Yellow musk zombies lack undead traits, but gain plant traits. They are treated as plants, not undead, for the resolution of magical effects and attacks. Channel energy cannot harm a yellow musk zombie, for example, nor does negative energy heal a yellow musk zombie.
Staggered (Ex) Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.
Burst (Ex)
As either a swift action, or an automatic response from being dealt damage, the Spore Bearer can cause it's body to explode into a cloud of dark yellow pollen.
Everyone standing within 40 feet of the Sporebearer needs to make a Fortitude save. DC 12 if out to 40 feet, 14 within 30, 16 within 20, 18 within 10, and DC 20 if directly adjacent. If the save is failed, the spores take root inside the nasal passages and begin to grow into a miniature version of the Yellow Musk Creeper that spawned it. The subject is Nauseated [unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move actions per turn.] from the overwhelming pain, and suffers 1d4 points of int damage per round, during each of which the victim may attempt a new save.
As either a swift action, or an automatic response from being dealt damage, the Spore Bearer can cause it's body to explode into a cloud of dark yellow pollen.
Everyone standing within 40 feet of the Sporebearer needs to make a Fortitude save. DC 12 if out to 40 feet, 14 within 30, 16 within 20, 18 within 10, and DC 20 if directly adjacent. If the save is failed, the spores take root inside the nasal passages and begin to grow into a miniature version of the Yellow Musk Creeper that spawned it. The subject is Nauseated [unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move actions per turn.] from the overwhelming pain, and suffers 1d4 points of int damage per round, during each of which the victim may attempt a new save.
FLUFF
When a Yellow Musk Creeper gets to a certain size and age, there is a 10% chance that one of the zombies it creates will continue to undergo physiological changes until it becomes little more than skin bursting with yellow pollen. This quasi-undead creature then lurches off in search of the living, and has just enough awareness to try and burst itself in the midst of as many animals (or people) as possible.
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