Deadly Gardens
the spell fly.
Melee Attacks: A petrified plant retains any natural
attacks the base creature has. If the base creature has
a slam attack, the petrified plant’s slam attacks deal
damage as if one size category larger.
Special Attacks: A petrified plant retains all of the
special attacks of the base creature. Petrified plants
with a slam attack gain Awesome Blow as a bonus feat
and gain the following special attack.
Mighty Slams (Ex) When a petrified plant confirms
a critical hit with a slam attack, it can forgo the extra
damage from the critical hit to attempt an awesome
blow combat maneuver as a free action.
Ability Scores: Str +2, Dex –2, Con +2, Wis +2.
Feats: All feats are retained, even if the petrified plant
no longer qualifies for their prerequisites.
Special Qualities: A petrified plant retains any special
qualities the base creature has.
Environment: Petrified plants may be uncovered
wherever geologic processes are active. They can be
found in any land or underground environment.
Petrified Plants
Petrified plants form over long periods of time
from the remains of plants or plant creatures buried
by sediment or volcanic ash. Protected from decay,
the plant material gets slowly replaced by inorganic
material as mineral-rich groundwater flows or
percolates through the area. When enough time
passes that only traces of organic material remain,
the result is an extremely hard fossil that retains the
plant’s original structure down to the smallest detail.
Geologic processes such as erosion and frost heaving
sometimes return petrified plants to the surface.
They can be found in just about any color, or even a
mix of colors, depending on the minerals from which
they formed.
Plant creatures that go through this process often
perish, but particularly strong-willed or tenacious
individuals instead go dormant, only to reawaken
when they reach the surface at a later date. The
amount of time it takes for petrified plants to form
varies considerably, but the process rarely takes
less than centuries, and may take thousands or even
millions of years. Intelligent plant creatures that have
survived this process retain their memories, and may
thus hold ancient knowledge and secrets.
Petrified Ophidian Vine,
Greater
A vine as thick as a fallen log, slithers towards you like
a snake. The vine appears to have been petrified and
has a stone-like consistency.
PETRIFIED GREATER OPHIDIAN VINE
CR 9
XP 6,400
N Large plant
Init +5; Senses low-light vision; Perception +9
Creating a Petrified Plant
“Petrified plant” is an acquired template that can
be added to any plant creature (hereafter referred to
as the base creature). A petrified plant uses all of the
base creature’s statistics except as noted here.
Challenge Rating: HD 5 or less, as base creature + 1;
HD 6 to 10, as base creature + 2; HD 11 or more, as
base creature + 3.
Armor Class: Natural armor increases by +3.
Defensive Abilities: A petrified plant gains DR and
resistance as noted on the table. If the base creature
has fire resistance, the indicated resistance stacks (to a
maximum of 30 points).
DEFENSE
AC 21, touch 10, flat-footed 20 (+1 dodge, +11 natural,
-1 size)
hp 95 (10d8+50)
Fort +12, Ref +3, Will +4
Defensive Abilities quick strikes; DR 5/slashing, 10/
adamantine; Immune plant traits; Resist cold 5, fire
25
OFFENSE
Petrified Plant Defenses
Hit Dice
Resist Fire
DR
1–5
+10
5/adamantine
6–10
+20
10/adamantine
Speed 20 ft.
Melee bite +13 (2d6+10 plus poisonous sap), tail slap
+8 (1d8+3 plus trip)
Space 10 ft.; Reach 10 ft.
Special Attacks crushing bite
11+
+30
10/—
Weaknesses: A petrified plant loses any vulnerability
to fire the base creature has.
Speed: Decrease all speeds by 10 feet (to a minimum
of 10 feet). A petrified plant loses any fly speed the
base creature has, though it can still fly under the
effect of spells, spell-like abilities, or supernatural
abilities that grant a creature the ability to fly, such as
STATISTICS
Str 24, Dex 11, Con 20, Int 2, Wis 13, Cha 7
Base Atk +7; CMB +15 CMD 25 (can’t be tripped)
Feats Combat Reflexes, Dodge, Improved Initiative,
Power Attack, Vital Strike
Skills Perception +9, Stealth +8 (+12); Racial Modifiers
+4 Stealth when an area with vegetation.
60