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Dazzle Cane

Sitting atop of tangle of tendrils, this cluster of reed-like stalks is topped with glittery, gossamer leaves.

Dazzle Cane CR 2

XP 600
N Medium plant
Init +2; Senses tremorsense 30 ft.; Perception +0

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 22 (3d8+9)
Fort +6, Ref +3, Will +1
Immune plant traits

Speed 5 ft.
Melee tendril +5 (1d4+4)
Space 5 ft., Reach 10 ft.
Special Attacks entrancing motion

Str 17, Dex 15, Con 16, Int —, Wis 11, Cha 8
Base Atk +2; CMB +5; CMD 17 (can't be tripped)

Environment temperate or warm forests or plains
Organization solitary, pair, or patch (3–6)
Treasure incidental

Entrancing Motion (Ex) Once per round as a free action, a dazzle cane can sway back and forth, forcing air through its hollow, flute-like stalks. Any creature within 30 feet that sees or hears the dazzle cane doing so must succeed on a DC 14 Will save or be entranced until the end of its next turn. An entranced creature can take no action other than to move at its normal speed into a space within the dazzle cane's reach, at which point the entranced creature becomes stunned for as long as it remains entranced. This is a mind-affecting effect. The save DC is Constitution-based.