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    Plant-Imbued Creature (CR varies)

    Source
    Tome of Horrors Complete
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    Creatures with this Template

    Plant-imbued creatures are animals or magical beasts that have been magically converted to a plant-type creature through the use of powerful druidic spells (such as the plant enlightenment spell in the sidebar). These creatures not only gain some of the characteristics and abilities of plants, they also gain additional Wisdom and Intelligence. While they can be found in a wide variety of different locations, they are almost never found underground or in areas that get little sunlight. These mystical creatures are often in the company of druids, or found in areas where powerful druids reside. Once created, their additional Wisdom and Intelligence gives them the free will to go where they wish and learn new things about the world around them. Those plant-imbued creatures that do choose to learn more of the world can eventually become almost fey-like as they age.

    Creating a Plant-Imbued Creature

    “Plant-Imbued” is an acquired template that can be added to animal or magical beast (referred to hereafter as the base creature). A plant-imbued creature retains all the base creature’s statistics and special abilities except as noted here.

    CR: HD 8 or less, as base creature +3; HD 9 or more, as base creature +2.

    Size and Type: The creature’s type changes to plant. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points. Size is unchanged.

    Senses: Plant-imbued creatures gain darkvision to a range of 60 feet if the base creature did not already possess darkvision. If the base creature already possessed darkvision, that ability is extended by an additional 30 ft.

    AC: The base creature’s natural armor bonus improves by +4. This stacks with any other natural armor bonus the base creature has.

    Hit Dice: All current and future Hit Dice become d8s. If the base creature has less than 2 HD, advance it to at least 2 HD before applying this template. Plant–imbued creatures gain fast healing 5.

    Defensive Abilities: A plant-imbued creature retains all the defensive abilities of the base creature, and also gains the following:

    Acute Senses (Ex)

    Plant-imbued creatures can instantly sense anything within 60 feet; they cannot be flanked or surprised and gain Improved Uncanny Dodge as if they possessed rogue levels equal to their Hit Dice. They can also detect invisible foes or opponents in heavy fog or other obscuring conditions allowing them to strike without any miss chance.

    Damage Reduction

    A plant-imbued creature gains damage reduction based on its Hit Dice.

    HD Damage Reduction
    1-5 5/magic
    6-10 10/magic
    11-15 15/magic
    16+ 15/magic and cold iron

    Spell Resistance (Ex)

    Plant-imbued creatures gain spell resistance equal to their CR + 11 (maximum 25).

    Spell–Like Abilities: At willfreedom of movement; 3/dayentangle, magic fang; 1/daysunburst, tree stride. Caster level 9th. The save DCs are Wisdom-based.

    Abilities: Strength, Dexterity, and Constitution are unchanged. Intelligence is replaced with a new score (roll 3d6). Wisdom is increased by + 1d6 points; base creatures with Cha less than 10 roll 2d6 and add the result to their Cha; if Cha is 11–14, add + 1d4; if Cha is 14+, the score is unchanged.

    Skills: Plant-imbued creatures gain a +4 racial bonus Stealth checks in forested terrain. This bonus stacks with any similar bonus the base creature possessed.

    Languages: Creatures created with this spell gain the ability to speak Sylvan, as well as other languages known by the caster based upon their Intelligence bonus.

    Special Qualities: The plant-imbued creature retains all the special qualities of the base creature, and also gains the following:

    Woodland Stride (Ex)

    Plant-imbued creatures can move through any sort of undergrowth at their full movement rate without taking any penalties or suffering any damage. Magical enchantments designed to impede movement still affect them.

    Environment: Any temperate or warm land.

    Organization: Solitary.

    Treasure: Standard