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d eadly g ardens collection 57

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Deadly Gardens
take falling damage. This requires a DC 10 Fly check.
Takedown Swoop (Ex) If a mulch stalker attacks a
creature while using its leaf glide ability, it can use its
pounce ability to make a full attack at the end of its
movement, even if it doesn’t charge. If it hits with both
gore attacks, it can make a free trip attack at the end of
its attack to attempt to knock over its prey.

Mulch Stalker
This creature’s body consists of a thick layer of broad,
overlapping wet leaves with an earthy smell. Four
segmented branch legs ending in talon-like points poke
out from the foliage.
MULCH STALKER
XP 800
N Small plant
Init +3; Senses low-light vision; Perception +5

CR 3

In swampy and forested regions where
necromancy is common, rotting vegetation mingles
with tainted grave soil to form these silent pack
hunters. Mulch stalkers never hunt alone, roving
through their territories in pursuit of prey. Their
sharp, pointed limbs secrete a substance that causes
organic material to decompose so that they can feed
on the rot. While stalking their prey, they rely on their
natural camouflage to skitter through underbrush or
glide from tree to tree unseen, before surrounding


their quarry and pouncing in to strike in numbers.
Although necromancy is indirectly responsible
for these creatures’ existence, they have no affinity
or allegiance to necromancers or the undead. Some
packs even choose hunting grounds in areas where
corporeal undead are relatively plentiful, attracted
by the rotting meat. This even makes them a useful, if
unusual, ally to druids and rangers with a knack for
plants who seek to purge their wilds of undead foes.
A mulch stalker is 3 feet long and weighs 25 pounds.

DEFENSE

AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 30 (4d8+12)
Fort +7, Ref +4, Will +2;
Immune electricity, plant traits; Resist cold 10, fire 10
OFFENSE

Speed 50 ft., climb 30 ft., leaf glide 50 ft.
Melee bite +7 (1d6) and 2 talons +7 (1d4 plus
accelerated rot)
Special Attacks pounce, sneak attack +1d6, takedown
swoop
STATISTICS

Str 11, Dex 17, Con 16, Int 2, Wis 12, Cha 9
Base Atk +3; CMB +2; CMD 15 (19 vs. trip)
Feats Pack AttackUC, Weapon Finesse
Skills Climb +10, Fly +4, Perception +5, Stealth +7 (+11

in forests and swamps) Racial Modifiers +8 Climb, +4
Stealth in forests and swamps
SQ leaf glide
ECOLOGY

Environment cold or temperate forests and swamps
Organization pack (3–8)
Treasure none
SPECIAL ABILITIES

Accelerated Rot (Su) Any creature struck by a mulch
stalker’s talon attack must succeed on a fortitude save
or its flesh begins to rapidly decay. Creatures without
flesh are not affected.
Disease: Talon–Injury; save Fort DC 13; onset 1 day;
frequency 1/day; effect 1d2 Con damage; cure
2 consecutive saves. A creature suffering from
accelerated rot does not heal naturally and when
she receives magical healing she must make a DC
13 Fortitude save or only heal half of the amount,
rounded down. This save does not count towards
curing the disease. The flesh of a creature that dies
while under the effects of accelerated rot completely
rots away, leaving behind the creature’s skeleton and
gear. The save DC is Constitution-based.
Leaf Glide (Ex) A mulch stalker’s wide, thin body allows
it to control its fall. For every five feet that a mulch
stalker falls, it can move five feet horizontally in a
direction of its choice and the mulch stalker does not


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