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A large bush with silvery leaves and coppery bark, moving on multiple root-like appendages.
CR 2; XP 600
N Medium Plant
Init +0; Senses low-light vision; Perception +2
Defense
AC 14, touch 10, flat-footed 14 (+4 natural)
hp 19 (3d8+6)
Fort +5, Ref +1, Will +3
DR 5/metal; Immune electricity, plant traits
Offense
Speed 15 ft.
Melee 2 slam +4 (1d4+2)
AC 14, touch 10, flat-footed 14 (+4 natural)
hp 19 (3d8+6)
Fort +5, Ref +1, Will +3
DR 5/metal; Immune electricity, plant traits
Offense
Speed 15 ft.
Melee 2 slam +4 (1d4+2)
Special Attacks thunder burst
Statistics
Str 14, Dex 10, Con 14, Int —, Wis 15, Cha 3
Base Atk +2; CMB +4; CMD 14 (can't be tripped)
Str 14, Dex 10, Con 14, Int —, Wis 15, Cha 3
Base Atk +2; CMB +4; CMD 14 (can't be tripped)
Ecology
Environment warm forests
Organization solitary, pair, grove (3–10)
Treasure standard
Environment warm forests
Organization solitary, pair, grove (3–10)
Treasure standard
Thunder Burst (Su) Every 1d4 rounds in combat, at the start of its turn a thunder bush releases a thundering burst of sparks that deal 1 point of electricity and sonic damage for each time it was hit with an attack or was dealt electric damage since its last thunder burst, damaging creatures within 15 feet radius. A thunder bush releases its last thunder burst when it drops to 0 or less hit points, regardless of the time passed since its last burst.
Thunder bushes are aggressive, motile plants that attract and charge themselves with electricity during storms and then use accumulated power to defend themselves and their territory from intruders, particularly those who would damage surrounding vegetation.
Packs of thunder bushes occassionally live nearby fey glades or druidic groves, either naturally or deliberately placed there as guards.
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