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Arctic BloomCreature 8


UncommonLargeMindlessPlant
Source Pathfinder Adventure Path: Gatewalkers
Perception +16 (tremorsense (imprecise) 120 feet, pheromones (precise) 20 feet)
Languages Pheromones
Skills Athletics +18, Stealth +7
Str +6, Dex -5, Con +6, Int -5, Wis +3, Cha +0

AC 24; Fort +19; Reflex +11; Will +13;
HP 170
Speed 10 feet (climb 10 feet)
Immunities visual
Weaknesses Fire 5, Slashing 5
Resistances Cold 10

Bite One Action +18 (+13, +8) to hit (reach 10, unarmed) 2d12+8 Piercing

Alluring Spores (poison)

Saving Throw DC 19 fortitude

Maximum Duration 6 rounds

Stage 1 Fascinated by the arctic bloom (1 round)

Stage 2 Controlled by the arctic bloom (1 round)

Feed Three Actions

The arctic bloom draws nutrients from a living creature it has swallowed, regaining (3d8+24) healing HP. The swallowed creature takes (2d12+8) bludgeoning damage.

Paralyzing Poison (poison)

The plants send out runner shoots that quickly develop purple bulbs. These bulbs, the plant's polyps, sprout many long, hooked vines before detaching from the mother plant. Dusk poppies are short lived but active, foraging for a week or so before they shrivel and die. The poppies aren't dangerous unless handled, as they secrete a fine dust that seizes the nervous system of creatures who come in contact with them.

Saving Throw DC 19 fortitude

Maximum Duration 6 rounds

Stage 1 Off-Guard and Clumsy 1 (1 round)

Stage 2 off-guard and Clumsy 2 (1 round)

Stage 3 Paralyzed (1 round)

Pheromones (aura)

5 miles. Arctic blooms communicate with others of their kind via airborne pheromones. They can use this form of communication to determine their relative distance to each other, call for help if they are under attack or need sustenance, announce that they've detected prey, and convey similar basic concepts. Pheromones coat everything within the aura and allow dusk poppies to perceive with their pheromones.

Swallow Whole One Action (attack)

Medium, (2d12+8) bludgeoning, Rupture 18


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

Effect: Engulf and Swallow Whole

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Improved Grab Free Action

Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.

Plant

Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.