Doldrums HeapCreature 9
Source Pathfinder Monster Core
Perception +15 (wavesense (precise) 120 feet)
Languages none
Skills Athletics +21, Stealth +18
Str +6, Dex +4, Con +5, Int -4, Wis +2, Cha +0
AC 16; Fort +21; Reflex +18; Will +15;
HP 300
Speed 20 feet (climb 20 feet, swim 40 feet)
Immunities critical hits, precision, unconscious
Weaknesses Slashing 10
Resistances Cold 10
Tendrils
+21 (+16, +11) to hit (reach 15) 2d12+10 BludgeoningWavesense (Precise) 120 feet
This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.
Mirage Spores (aura, incapacitation, mental)300 feet.
The sargassum heap constantly produces a field of hallucinogenic spores that causes those affected to see the monster as whatever they desire most. Each creature within the emanation must succeed a DC 27 will save or become Fascinated with the sargassum heap and compelled to move toward it on the creature's turn. Creatures fascinated this way are also Off-Guard. If the sargassum heap attacks, the fascinated condition ends only for the creature that is attacked. On a successful save, a creature is temporarily immune to mirage spores for 24 hours.
Constrict
(1d12+10) bludgeoning, DC 28 fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Draw In
The doldrums heap attempts to Reposition up to three creatures it has Grabbed or Restrained. These attempts neither apply nor count toward the heap's multiple attack penalty.
It can move them into its own space, dealing (1d12+10) bludgeoning damage.
Grab
Requirements The monster's last action was a successful Strike that lists 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. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Though most sargassum heaps divide once they grow too large, occasionally a heap will continue to grow indefinitely. These "doldrum heaps" can tangle and immobilize ships, tearing them apart or feasting on the hapless passengers.
A sargassum heap is a mass of semi-intelligent seaweed that floats through the ocean, luring in its victims with hallucinogenic spores. Those affected by the spores are drawn towards the heap, envisioning their heart's desire. This might be a lost loved one, a child in need of help, an enchanting mermaid, the promise of dry land, and so on. Once their prey is close enough, the sargassum heap lashes out with its seaweed tendrils and crushes it to death.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AmphibiousAn amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.
PlantVegetable 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.