Tải bản đầy đủ (.pdf) (1 trang)

d eadly g ardens collection 72

Bạn đang xem bản rút gọn của tài liệu. Xem và tải ngay bản đầy đủ của tài liệu tại đây (264.33 KB, 1 trang )

Deadly Gardens
Otherwise, it grabs and tramples everything in
its path. Fire is its greatest nemesis, but, over the
millennia, Verdaxag has changed its metabolism to
allow fire to consume itself in a conflagration across
the kaiju’s body, allowing it to inflict fiery damage on
hapless victims caught in the wildfire’s wake. Against
creatures out of Verdaxag’s reach, such as flying
creatures, it spews hundreds of grasping thorns to
hold those foes in place, or at least slow them down.

King of Trees
Verdaxag grew after the first forests and jungles
formed on the world and slumbered peacefully as
plants and animals lived in and around the kaiju.
Even when the first humanoids arrived and began
harvesting plants for food and chopping down
trees for housing, Verdaxag ignored them, since
they lived with the woodlands in relative harmony.
When clearcutting started, felling wholesale swaths
of forest under the swings of axes, Verdaxag finally
awoke and brought its own devastation in return.
After it wiped out inhabitants in a 50-mile radius
of its home, it dispersed seeds to replenish the
woodland, relocated to another unspoiled location,
and slept again. New settlers reaching the now-wild
areas only saw that nature claimed the area over a
“lost” civilization.
Visitors to the heart of a forest or jungle where
Verdaxag resides find little sign of the kaiju, since it
relaxes into its component plants while it sleeps. The


only indicator of Verdaxag’s presence comes from the
unique plants growing in the grove where the kaiju
rests (a creature succeeding at a DC 38 Knowledge
[nature] check makes the connection). Verdaxag is
uninterested in actively protecting the forests and
jungles, so it provides no warning when civilization
encroaches too far into the woodlands. Scholars
speculate that wounds to and deaths of nearby plants
empathically resonate with Verdaxag, which ignores
the pain for a while. Eventually the kaiju reaches its
threshold and unleashes its fury. It is not content to
inflict harm on the immediate source of the pain, so
it travels to nearby population centers to slay every
inhabitant in retaliation.
Since Verdaxag typically leaves no survivors
during its rampage, very little is known about how
it moves on to another area once it has sated its ire.
Scholars specializing in Verdaxag speculate that the
kaiju disperses its essence into seeds along with
the seeds it produces to replenish its former home.
These Verdaxag-carrying seeds travel to untouched
wilderness and regrow the kaiju over the course of a
year. If necessary, Verdaxag can manifest during this
period of regrowth, but it is severely weakened and
vulnerable to true destruction.
Verdaxag is a relatively straightforward combatant.
In the face of light resistance, it uses its pollen to
put opponents to sleep. It does this not out of any
sense of mercy, but to make it easier to crush foes
at its leisure, or to convert them to brand new trees

using its poison pollen. It is also painfully aware
of the bite of metal, so it uses its pollen to destroy
metallic objects benefitting more powerful enemies.

Wandering Sundew

This enormous green creature is covered in fibrous
armor plates that protect its back and four stubby
legs. Twitching orange stalks grow from the seams in
its armored shell, each tipped with a bulb of glistening,
dewy liquid.
WANDERING SUNDEW
CR 18
XP 153,600
N Huge plant
Init +4; Senses low-light vision, scent; Perception +19
DEFENSE

AC 33 touch 7, flat-footed 33 (–1 Dex, +26 natural, -2
size)
hp 294 (28d8+168); fast healing 20
Fort +22, Ref +11, Will +11
DR 15/magic; Immune acid, plant traits; Resist
electricity 20, fire 20
OFFENSE

Speed 40 ft.
Melee gore +30 (2d8+11 plus 1d6 acid/19-20), 2 slams
+30 (1d8+11 plus 2d6 acid/19-20), tail slap +28
(2d6+5 plus 2d6 acid)

Space 15 ft.; Reach 15 ft.
Special Attacks grasping stalks (touch +25, 2d6 acid),
powerful charge (gore, 4d8+22 plus 1d6 acid/19-20)
Spell-Like Abilities (CL 18th, concentration +21)
3/day–acidic spray (DC 18)
1/day–caustic eruption (DC 20)
STATISTICS

Str 32, Dex 11, Con 22, Int 6, Wis 15, Cha 17
Base Atk +21; CMB +34 (+38 sunder); CMD 43 (45 vs.
sunder, 45 vs. trip)
Feats Blind-Fight, Critical Focus, Greater Sunder,
Improved Critical (gore), Improved Critical (slam),
Improved Initiative, Improved Sunder, Lightning
Reflexes, Multiattack, Power Attack, Quicken
Spell-Like Ability (acidic spray), Staggering Critical,
Stunning Critical, Sundering Strike
Skills Perception +19, Stealth +9
ECOLOGY

Environment warm forest, jungle or swamp
Organization solitary

72



Tài liệu bạn tìm kiếm đã sẵn sàng tải về

Tải bản đầy đủ ngay
×