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d eadly g ardens collection 65

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Deadly Gardens
Immune cold, plant traits; SR 20

fade 24 hours after being absorbed.
Arcane Energy Release (Ex) When a star blossom
releases arcane energy with its slam attack, it deals
1d4 points of force damage per arcane point it expends
(maximum 4d4).
Liquefaction (Ex) If a star blossom’s grappled opponent
dies as a result of damage taken from its acid, the victim
must succeed at a DC 21 Fortitude save or become
liquefied, effectively disintegrating the victim’s body. If
the victim fails the save, the star blossom absorbs the
slurry into itself and heals a number of hit points equal
to the victim’s HD plus Con modifier.
Spell Tolerance (Su) As a star blossom encounters
magic, its spell resistance improves temporarily. When
a spell fails to penetrate its spell resistance, it increases
its resistance by 1 against spells from that school. If a
spell penetrates the star blossom’s spell resistance, it
increases the resistance by 2 against spells from that
school. The star blossom cannot improve its spell
resistance against universal spells. This increase in
spell resistance lasts for 24 hours.
Vines (Ex) A star blossom’s vines are primary
natural attacks with a 10-foot reach. The vines can
independently grapple opponents without giving the
star blossom the grappled condition.

OFFENSE


Speed 30 ft., fly 40 ft. (average)
Melee slam +15 (1d6 plus arcane energy release), 5
vines +16 (1d6 plus 1d6 acid and grab)
Space 5 ft.; Reach 5 ft. (10 ft. with vines)
Special Attacks liquefaction
Spell-Like Abilities (CL 14th; concentration +19)
1/day—dimension door
STATISTICS

Str 10, Dex 20, Con 19, Int 19, Wis 18, Cha 21
Base Atk +10; CMB +10 (+14 grapple); CMD 25
Feats Dimensional AgilityUC, Hover, Skill Focus
(Knowledge [arcana]), Skill Focus (Spellcraft), Skill
Focus (Use Magic Device), Weapon Finesse, Weapon
Focus (vine)
Skills Fly +15, Heal +18, Knowledge (arcana) +24,
Perception +16, Sense Motive +16, Spellcraft +24,
Use Magic Device +25
Languages Aklo, Common, Draconic, Sylvan
ECOLOGY

Environment any land
Organization solitary
Treasure standard (magic items)
SPECIAL ABILITIES

Absorb Spells (Ex) If a spell fails to penetrate a star
blossom’s spell resistance, the star blossom may
attempt a concentration check (DC 15 + spell’s caster
level) to absorb the spell energy. On a successful

concentration check, the star blossom adds a number
of points equal to the spell’s level to one of its magic
pools. It separates arcane magic and divine magic
into separate pools. Treat psychic magic as arcane
for this ability. It can
use divine pool points
as a standard action to
heal itself 1d8 points of
damage per divine point
expended (maximum 4d8)
or to channel 1d6 points
of negative energy per 2
divine points expended
(maximum 4d6). It can
expend 4 points from its
arcane pool as a swift
action to grant itself
another use of dimension
door, or use the arcane
pool to power its arcane
energy release. There is no
limit to how many points a
star blossom can have in
its magic pools at any one
time, but unused points

A star blossom is an otherworldly creature hailing
from a magic-dead world. Scholars who have studied
star blossoms are uncertain whether the creatures
arrived merely to get an understanding of magic or as

a vanguard for an invading force. Anecdotal evidence
of encounters with only single star blossoms
indicate their purposes are scholarly as opposed
to threatening. While a star
blossom is capable of learning
languages and apparently gains
an understanding of Common
shortly after its arrival, it makes
no effort to communicate with
other creatures. A star blossom
typically reacts in self-defense,
either from weapon damage or
persistent spell casting capable
of bypassing its resistances.
The only exception to its nonproactive behavior is when it
spies someone wielding a cold
iron weapon, in which case it
initiates combat and focuses
all its attacks on the wielder.
Once engaged in combat,
though, it fights until it or all
its opponents are dead and
absorbed into its body.

65



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