Blood Roses

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Blood Roses (CR 3)

Neutral - Small - Plant
Lore: Know (Nature)
6 21
Basic DC Full DC
Initiative
Initiative Icon 2.png
5
Perception:
15 +5
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
18
Man Def
Shield Icon 3.png
18
Monster Health
50 25 4
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +6
Refl: +1
Will: +2

Strong Against:

  • (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
  • (Plant 1) Immune (no effect): poisons (tainted, poisoned, blighted), magical sleep (drowsy, sluggish, asleep), paralyzed, stunned, polymorph
  • (Plant 2) Immune (no effect): Forced movement (including Drag, Reposition), Prone (quelled, prone, splayed)
  • Immune (no effect): Prone, Disarm, Sunder
Weak Against:

Offense

Size: Small
5 ft. 5 ft.
Space Reach
To-Hit
+6
Sword Icon 3.png
Man Off
+4
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Thorn Lash +6 (1d8+1/19-20 x2)
    as undefined damage type
    plus Sanguine Beauty

Full Attack (Melee):

  • 3x Thorn Lash +6 (1d8+1/19-20 x2)
    as undefined damage type
    plus Sanguine Beauty

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

14
STR
12
DEX
14
CON
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INT
3
WIS
18
CHA

Skills:

Languages:

Feats:

Special Abilities

Innocuous (Ex)

In order to notice that blood roses are not normal roses, you must make a Survival check against a DC of for the character looking at the plant. Those failing the check are unaware that the blood roses pose a threat until the blood roses attack.

Alluring Scent (Su)

As a move action, blood roses can release an alluring scent. All creatures within 30 feet must make a Will save, DC , or become allured. Affected creatures are pulled 15 feet closer to the blood roses. This is forced movement and does not provoke attacks of opportunity.

Entangling Thorns (Su)

Creatures who begin their turn inside or adjacent to a space filled with blood roses take points of damage and must make a Reflex save, DC or they are immobilized until the end of their turn. Creatures who make melee attacks, use magic items, or cast spells with somatic components (against any target) while immobilized in the entangling thorns also take points of damage per attack or magic item use or spell casting attempt. Casting a spell under these conditions also forces a Caster Check to Concentrate, versus a DC of . This is slashing damage, and while there is no to-hit roll, any applicable DR will work against it.

Sanguine Beauty (Su)

Any time the blood roses successfully attack a creature, they heal points of damage.

Blood Roses

Blood Roses

Blood roses are most often found near trails or areas where drinking water is nearby, as only those bushes in trafficked areas can get enough sustenance to survive. Blood roses attract prey with alluring scents and once nearby, will drain the blood from their victims.

Blood roses look like white roses when they have not fed recently, but turn blood red for around a week after feeding, slowly fading back to white. Blood roses are often found in clusters, as their seeds do not propagate far, and clusters of blood roses are better able to attract prey, benefiting the whole cluster.
Some very successful clusters of blood roses have occurred because the seeds ended up in a location which naturally funnels prey to the roses. Blood roses growing on cliff ledges or narrow, well-lit passages are very dangerous to passers-by.

Combat Tactics

As mindless plants, blood roses don't have tactics, per se. However, they have evolved an efficient way of attracting and killing prey in order to survive. First, they will attract nearby prey. Once nearby, they rely on their entangling thorns to keep the prey nearby, and then they use their lashing thorns and sanguine beauty heal to kill the prey and satiate their hunger.

Intelligent monsters will sometimes use blood roses to deal with intruders, cultivating them in places where avoiding the blood roses is nearly impossible.

Out of Combat

Rewards

XP: 800

Treasure: Sellable Goods worth 813 gp.

Weight: 30 lbs.     Volume: 1.2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)