StelemoraCreature 7
Source Pathfinder Claws of the Tyrant
Perception +17 (low light vision)
Languages Common, Fey
Skills Athletics +17, Nature +17, Stealth +15, Survival +16
Str +4, Dex +2, Con +3, Int +1, Wis +6, Cha +3
AC 24; Fort +15; Reflex +14; Will +17;
HP 188
Speed 25 feet
Weaknesses Cold Iron 10, Fire 10
Vine
+17 (+12, +7) to hit (reach 10) 2d8+8 BludgeoningSeed Pod
+17 (+12, +7) to hit 2d10+8 PiercingRegeneration 20 (Deactivated by Fire)
This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Constrict
(1d8+8) bludgeoning, DC 25 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.
Flurry of Vines
The stelemora makes two vine Strikes at a –2 penalty, each against a different target. These attacks count toward the stelemora's multiple attack penalty, but the multiple attack penalty doesn't increase until after they make all their attacks.
Slithering Vine
The stelemora increases the reach of their vine Strike by 10 feet until the end of their turn.
Sow and Sprout
The stelemora implants a seed inside a creature they're grappling. The target must attempt a DC 25 fortitude save.
Success The stelemora fails to implant a seed, and the target is unaffected.
Failure The target is Sickened 1. While sickened, the target also takes 4d6 persistent,piercing damage as flowering vines sprout through its flesh. The target can't end the persistent damage until it recovers from the sickened condition.
Critical Failure As failure, except the target is Sickened 2.
Tangle of Vines
(concentrate)Until the next time they act, the stelemora appears to be a normal tangle of flowering vines. They have an automatic result of 35 (38 in forests) on Deception checks and DCs to pass as a non-creature plant.
Stelemoras are nature-loving fey dedicated to beautifying the natural world by ensnaring unsuspecting creatures and transforming their bodies into elaborate topiaries from the inside out. Aside from their bulbous, spiked seed pods, stelemoras are composed entirely of vines, which they can grow, retract, and shed at will. Stelemoras regrow damaged vines at an alarming rate, allowing them to recover from nearly any injury over time.
Young stelemoras travel the world looking for a piece of wilderness to call their own. Once they select a proper spot, they use their vines to snare passing creatures, holding their target still as they forcibly implant their seeds inside the victim. The implanted seeds then take root, using the creature itself as fertilizer and slowly transforming its body into a mass of vines and leaves. Once they complete their work, the stelemora sheds their vines and regrows in a new location to begin their next masterpiece.
While stelemoras prefer to fill their gardens with once-living creatures, they entomb inanimate objects in vines if they can't capture their preferred subjects. Stelemoras have also been known to transform statues, treasure chests, and even entire buildings into topiaries in order to lure in their favored prey.
Traits
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.
FeyCreatures of the First World are called the fey.
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.