Gasint-Plant
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COLOSSAL FLOWERING VEGETABLE
CR 8 XP 4,800
CN Large plant (plantlike) mystic
Init +0; Senses low-light vision, blindsense 60 ft.; Perception +16
EAC 22; KAC 16
Fort +9; Ref +7; Will +11
Immunities Plant immunities
OFFENCE
Speed 5 ft. (during rainy season only)
Melee serrations +15 (1d12+8 S; critical poison)
Ranged static spores +13 (1d10+8 E; critical : lung or device damage)
Space 35 ft.; Reach 35 ft.
Offensive abilities breath weapons, crush
DEFENCE
HP 105
Person inset for scale
SEE ALSO page 386 SF-RPG rulebook
Mystic Spells Known (CL 8th; ranged +13) (various emanations)
3rd (3/day) - Deep Slumber (DC 20), Ray of Exhaustion (DC 20)
2nd (6/day) - Daze Monster (DC 19), Fear (Level 2) (DC 19), Fog Cloud, Zone of Truth (DC 19)
1st (at will) - Charm Person (DC 18), Mystic Cure (Level 1) (DC 18)
TACTICS
Note, almost all of its mystical abilities are delivered by pheromones, musk, or spores.
As such, the GM should awards bonuses or penalties to saving throws based on life support equipment on hand.
The higher level abilities can penetrate cheap or basic equipment, though. Weather can be a disadvantage for it as well.
STATISTICS
Str +4; Dex +0; Con +4; Int+0; Wis +6; Cha +2
Skills Disguise +21, Mysticism +21, Sense Motive +21; Survival +5;
Languages Limited telepathy, Terran
Other abilities plantlike
Gear none really. fertilizer tends to leave stuff laying around, though.
ECOLOGY
Giant Plant. It can lean over and crush passersby. Also it releases various gas, musk, spore, or pheromone based attacks.
Doesn't usually attack those that are just passing through. But polluters, loggers, game hunters, and the like get crunched.
If times are lean and the soil needs replenishing, anyone is fair game.
MYSTIC ABILITIES
Resolve points 5
Mystic abilities connection powers and mindlink.
Mystic special rules Empath
Connection helps it sense emotions and notice details others can’t. sort of a mind-reading bodyguard. Associated Skills: Perception and Sense Motive
Spells: 1st—detect thoughts, 2nd—zone of truth, 3rd—clairaudience/clairvoyance, 4th— mind probe, 5th—telepathy, 6th—true seeing
Mystic gear none really.; might have an aeon stone in the middle of its stamen.
SPECIAL ABILITIES
Breath Weapon (Su) Some creatures can exhale a cone or line of energy or another magical effect. A breath weapon attack usually deals damage, and it is often energy-based. A breath weapon usually allows a target to attempt a Reflex saving throw for half damage, though some breath weapons require a successful Fortitude or Will save instead. A creature is immune to its own breath weapon and the breath weapons of others of its kind unless otherwise noted. Each breath weapon also indicates how often it can be used. Guidelines 1d6 damage + 1d6 per CR, usable once every 1d4 rounds. A cone is usually 30 feet long, increasing by 10 feet for every size category above Medium or decreasing by 5 feet for every size category below Medium. A line is twice as long as a cone would be.
Crush (Ex) the creature can bend onto targets that are at least one size categories smaller than itself. Targets are automatically knocked prone, take the listed damage, and are pinned. Each crushed target can attempt to escape the pin normally on its turn, and the pin ends automatically if the crushing creature moves off the target's square. A crushed target does not take damage from the crush more than once, unless the crushing creature moves fully off that creature and then back onto it. Guidelines Use the same damage amount as for the creature's standard melee attack
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