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StormdrinkerCreature 7


UncommonLargePlant
Source Pathfinder #201: Pactbreaker
Perception +14 (darkvision)
Languages Common, Fey, (can't Speak Any Language)
Skills Athletics +17, Stealth +13
Str +6, Dex +1, Con +5, Int -2, Wis +3, Cha -1

AC 23; Fort +18; Reflex +12; Will +15;
HP 145
Speed 20 feet (swim 20 feet)
Immunities electricity
Resistances Fire 5

Vine One Action +18 (+13, +8) to hit (reach 10) 2d10+8 Bludgeoning

Absorb Shock

Whenever the stormdrinker would take electricity damage or is targeted with an electricity effect, it gains 10 temporary HP, is Quickened, and increases the reach of its vine Strikes by 5 feet until the end of its next turn. It can use its extra action to Stride, Strike, or Swim.

Effect: Absorb Shock

Lightning Blast Two Actions

Requirements The stormdrinker is Quickened due to Absorb Shock


Effect The stormdrinker dismisses its Absorb Shock benefits to expel lightning in a 60-foot line, dealing 8d6 electricity damage (DC 25 reflex save).

Ring Bell One Action (auditory)

Requirements The stormdrinker is carrying a bell


Effect The stormdrinker rings its bell, signaling Tumbo to bite him once. (Multiple bites don't stack their effects on the stormdrinker.) The stormdrinker can't use this ability when it doesn't have its bell, such as if it is Disarmed.

Vine Lash Two Actions

The stormdrinker makes a vine Strike against each creature within reach. Its multiple attack penalty increases only after all the attacks.

Grab One Action

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.



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.

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.