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    Basidirond

    This strange plant consists of four spidery stalks, long green tendrils, and an inverted bell-shaped cap filled with spores.
    Basidirond CR 5

    XP 1,600
    N Medium
    plant
    Init
    +1; Senses low-light vision, tremorsensePerception +0

     DEFENSE

    AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
    hp
    52 (7d8+21)
    Fort
    +8, Ref +3, Will +2
    Immune
    cold, plant traits
    Weaknesses
    cold lethargy

     OFFENSE

    Speed 20 ft.
    Melee
    slam +10 (1d8+7 plus spores)
    Special Attacks
    hallucination cloud, spores

     STATISTICS

    Str 20, Dex 13, Con 16, Int —, Wis 11, Cha 1
    Base
    Atk +5; CMB +10; CMD 21 (25 vs. trip)

     SPECIAL ABILITIES

    Hallucination Cloud (Ex)

    As a standard action once per minute, a basidirond can release a cloud of invisible spores in a 20-foot radius. All creatures within the area must succeed on a DC 16 Fortitude save or be affected by powerful hallucinations as long as they remain in the cloud plus 1d4 rounds after leaving the area. A new save must be made each round a creature remains within the affected area. A hallucination cloud persists for 5 rounds before dispersing—a strong wind causes it to disperse immediately. The save DC is Constitution-based. To determine what hallucination is suffered each round, roll 1d6 and consult the following table.

    d6 Hallucination

    1. You're sinking in quicksand! Fall prone and spend 1 round flailing your arms and legs as if trying to swim.
    2. Attacked by a swarm of spiders! Spend a full round action to attack the floor near you with your weapon.
    3. An item you hold has turned into a viper! Drop it and flee from the item at top speed for 1 round.
    4. You're suffocating! Stand in place, hold your breath, and clutch at your throat for 1 round.
    5. You've shrunk to 1/10th your normal size! Take no actions for 1 round and monsters won't see you.
    6. You're melting! Grasp hold of yourself in an attempt to hold yourself together, and take no actions for 1 round.

    Spores (Ex)

    Any creature struck by a basidirond's slam attack is coated with spores. The creature struck must make a DC 16 Fortitude save or these spores take root in his flesh, and particularly in his lungs. The save DC is Constititon-based.

    Basidirond Spores: Disease—inhaled; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

    Cold Lethargy (Ex)

    Although a basidirond is immune to cold damage, any cold effect it is exposed to slows it for 1d4 rounds. During this time, the basidirond cannot use its hallucination cloud or spores.