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d eadly g ardens collection 66

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Deadly Gardens
damaged by a stiletto palm’s seed-spike must succeed
at a DC 19 Fortitude saving throw or the seed-spike
becomes implanted in its body. A creature with a
seed-spike implanted in its body takes 1 point of
Constitution damage at the end of its turn each round.
Removing a seed-spike is a full-round action that
deals 1d6+1 points of damage to the victim unless
the creature removing the seed-spike succeeds at a
DC 15 Heal check. For every 5 by which the check is
exceeded, one additional seed-spike can be removed.
This ability has no effect on creatures without blood.
The save DC is Dexterity-based.
Seed-Spikes (Ex) As a standard action, a stiletto palm
can whip one of its fronds to fling a volley of three
seed-spikes at a single target (make an attack roll for
each seed-spike). This attack has a range of 60 feet
with no range increment. A stiletto palm can launch
only 24 seed-spikes in any 24-hour period. A seedspike that misses its target has a 50% chance of being
destroyed.

Stiletto Palm
This stout palm plant is supported by a tangle of
squirming roots. Spine-covered fronds laden with long
pointy seeds whip and sway atop its sturdy trunk.
STILETTO PALM
CR 9
XP 6,400
N Huge plant
Init +6; Senses blindsight 60 ft., tremorsense 60 ft.;
Perception +7


DEFENSE

AC 23, touch 10, flat-footed 21 (+2 Dex, +13 natural,
–2 size)
hp 119 (14d8+56)
Fort +13, Ref +8, Will +4
DR 10/slashing; Immune plant traits; Resist electricity
10
Weaknesses blind, vulnerable to cold
OFFENSE

Speed 20 ft.
Melee 2 slams +17 (2d6+9/19–20 plus grab)
Ranged 3 seed-spikes +11 (1d8+9 plus implant seed)
Space 15 ft.; Reach 15 ft.
Special Attacks blood drain (1d2 Constitution), implant
seed

Stiletto palms are semi-sentient predatory palm
trees that live among normal palms, lying in wait for
unwary prey. Though sightless, they’re sensitive to
vibrations in the air and ground. This allows stiletto
palms to pinpoint the location of nearby creatures,
which is important to their survival because they
must consume blood in order to grow and produce
seeds. To acquire blood, stiletto palms grab living
creatures with their powerful fronds, drawing what
they need through hollow spines. After draining a
creature’s blood entirely, a stiletto palm typically
drops the creature’s remains, and then buries the

exsanguinated corpse using its prehensile roots. A
typical stiletto palm stands 18 feet tall.
Blood is important to stiletto palms in another
way, too—their heavy, needlesharp seeds require it to
germinate. To this end, stiletto
palms can launch their seeds
at creatures that wander
nearby. When a seed pierces a
living creature, it germinates
and begins to send a network
of blood-sucking roots into
the creature’s flesh. These
roots continue to grow until
the unfortunate creature
removes the seed or expires
from blood loss. A seed that
fails to gain a foothold in a
blood-bearing body cannot
sprout, though it remains
viable for 24 hours.

STATISTICS

Str 28, Dex 14, Con 19, Int 1, Wis 10, Cha 5
Base Atk +10; CMB +21 (+25 grapple); CMD 33
Feats Combat Reflexes, Improved Critical (slam),
Improved Initiative, Lightning Reflexes, Power Attack,
Skill Focus (Stealth), Weapon Focus (seed-spikes)
Skills Perception +7, Stealth +13
SQ freeze (palm plant), spiny fronds

ECOLOGY

Environment warm deserts and forests
Organization solitary, pair, or
grove (3–6)
Treasure incidental
SPECIAL ABILITIES

Blind (Ex) A stiletto palm
senses vibrations through its
blindsight and tremorsense
abilities—beyond 60 feet, it is
considered blind.
Blood Drain (Ex) A stiletto palm
heals 5 hit points each round
it drains blood.
Spiny Fronds (Ex) A stiletto
palm’s fronds are covered in
hollow spines, and its slam
attacks deal both bludgeoning
and piercing damage.
Implant Seed (Ex) A creature

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