2021-03-28

Fantasy Monster: Thorny

      

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Thorny
A spherical bundle of colorful spines and thick leaves crawls around on short tendrils.

CR 1/2; XP 200
N Tiny Plant
Init +0; Senses low-light vision, tremorsense 20 ft.; Perception +1

Defense
AC 12, touch 12, flat-footed 12 (+2 size)
hp 9 (2d8)
Fort +3, Ref +0, Will +1
Defensive Abilities long step; Immune plant traits

Offense
Speed 20 ft., climb 20 ft.
Melee spiny slam +3 (1d4)
Space 2-1/2 ft.; Reach 0 ft.

Statistics
Str 10, Dex 10, Con 10, Int —, Wis 13, Cha 5
Base Atk +1; CMB –1; CMD 9 (can't be tripped)
Skills Climb +8, Perception +1, Stealth +8
SQ death burst

Ecology
Environment temperate hills and mountains
Organization solitary, pair, meadow (3—12)
Treasure none

Death Burst (Ex) A thorny killed by an effect that doesn't destroy its body immediately releases a final spray needles, dealing 1d4 points of damage within 5-ft. radius burst. A successful Reflex saving throw (DC 11) negates the damage. The saving throw DC is Constitution-based. Bigger thornies inflict 1d6 points of damage times their CR within radius of 10 feet times CR.

Long Step (Ex) A thorny can move half its speed without provoking attacks of opportunity. It uses this ability instinctively while within reach of bigger creatures.


Thornies are motile plants that roam highlands, hiding among other spiny plants of the mountains and entering in occasional alteractions with goats, sheep, shepherds and their dogs.

A thorny can be chosen as a regular familiar. It grants its master an affinity for herbs giving +3 bonus to Heal checks.

Thorny bushes (CR 1) are Small, with AC 13 and 13 hit points, dealing 1d6+3 points of damage with their +4 slam attack, and their death burst inflicts 1d6 points of damage (Reflex DC 13 negates) within 10 feet. Str 14, Dex 8, Con 14, Fort +5, Ref –1.


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