Blood Roses: Difference between revisions

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=== DEFENSE ===
=== DEFENSE ===
'''AC''' 18, '''touch''' 12, '''flat-footed''' 16 (+2 dex, +6 armor)
'''AC''' 18, '''touch''' 12, '''flat-footed''' 16 (+4 armor, +2 dex, +2 natural, +0 deflection)


'''hp''' 37
'''hp''' 37
Line 62: Line 62:
'''Str''' 14, '''Dex''' 12, '''Con''' 14, '''Int''' -, '''Wis''' 3, '''Cha''' 18
'''Str''' 14, '''Dex''' 12, '''Con''' 14, '''Int''' -, '''Wis''' 3, '''Cha''' 18


'''Base Atk''' +3; '''CMB''' +7; '''CMD''' 18
'''Base Atk''' +3; '''CMB''' +5; '''CMD''' 17


'''Feats''' -
'''Feats''' -

Revision as of 16:33, 26 July 2014


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Blood Roses (CR 3)

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.


GENERAL

CR 3 Hit Dice 4

XP 800

N small plant

Init +2; Senses tremorsense 30', Perception +5


DEFENSE

AC 18, touch 12, flat-footed 16 (+4 armor, +2 dex, +2 natural, +0 deflection)

hp 37

Fort +6, Ref +2, Will +2

Aura: -

SR: -

Special Defenses: Plant Traits

Immunities: all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep effects, and stunning.

Weaknesses: -


OFFENSE

Speed 0 ft. (Immobile)

Space / Reach: 5 ft. / 5 ft.

Single Melee Thorn Lash +6 (1d8+3/19-20x2) + Sanguine Beauty

Full Melee Thorn Lash +6 (1d8+3/19-20x2) + Sanguine Beauty

Ranged none, but see Alluring Scent

Special Attacks Innocuous, Alluring Scent, Entangling Thorns, Sanguine Beauty

Action Points 0


STATISTICS

Str 14, Dex 12, Con 14, Int -, Wis 3, Cha 18

Base Atk +3; CMB +5; CMD 17

Feats -

Skills - (see Innocuous)

Languages -


SPECIAL ABILITIES

Innocuous

In order to notice that blood roses are not normal roses, you must make a DC 20 survival check. Those failing the check are unaware that the blood roses pose a threat until the blood roses attack.


Alluring Scent

As a move action, blood roses can release an alluring scent. All creatures within 30 feet must make a Will save, DC 13, 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

Creatures who begin their turn adjacent to blood roses take 1d6 points of damage and must make a Reflex save, DC 13 or they are immobilized until the end of their turn. Creatures who make melee attacks while immobilized in the entangling thorns also take 1d6 points of damage per attack.


Sanguine Beauty

Any time the blood roses successfully attack a creature, they heal 2 points of damage.


TREASURE

sell value of approximately 750 gp


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.