Well-Fed Potted Violet EtherootCreature 9
Source Pathfinder Society Scenario #4-17: Trapping the Hag's Claw
Perception +20 (darkvision, motion sense (precise) 120 feet, see invisibility)
Languages Aklo, Can't Speak Any Language; Telepathy 100 Feet
Skills Arcana +18, Occultism +18
Str +5, Dex +6, Con +4, Int +3, Wis +3, Cha +3
AC 28; Fort +17; Reflex +21; Will +16;
HP 120
Speed 15 feet
Immunities sleep
Stalked Bite
+21 (+16, +11) to hit (magical, reach 20) 2d10+11 BludgeoningTentacle
+21 (+17, +13) to hit (agile, finesse, magical, reach 15, unarmed) 2d6+9 BludgeoningEmotion Sense (emotion, mental)
The potted violet etheroot can sense the emotions of creatures within 120 feet as an imprecise sense. Emotion sense is a precise sense against creatures under an emotion effect. A creature under the effects of Calm or the serenity effect of the etheroot's Incite Emotion ability can't be noticed via emotion sense.
Constant SpellsA constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Soulfired PotThe potted violet etheroot is rooted in a soulfired pot, which was glazed within a hellish kiln and which, like normal objects, has Hardness and grants the etheroot resistance to fire. This Hardness reduces any damage the etheroot takes by an amount equal to the Hardness. Once the potted violet etheroot is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its soulfired pot breaks, it loses its resistance to fire, and its AC is reduced to 23. Breaking the pot also increases the etheroot's speed to 25 feet.
False Vision
(concentrate, illusion, mental, occult)The potted violet etheroot can trigger a false vision as the hallucination spell (DC 26 will) in the mind of a target within 800 feet to hear and see an object, creature, or force of the etheroot's choice, which can draw upon the target's own understanding. For example, the etheroot would not have to be familiar with the target's father to create a hallucination of the target's father that looked and sounded like him. The false vision can be sustained up to 1 hour.
Incite Emotion
(emotion, mental, occult)Requirements The etheroot's last action was a success with a Strike using its stalked bite.
Effect Wounds caused by the potted violet etheroot's stalked bite can create an intense emotional response. The creature damaged by the etheroot's stalked bite is subjected to an effect of the etheroot's choice from the following (DC 25 will save; duration 1 minute unless otherwise stated):
- Despair: Target must attempt a Will save as if subjected to the Wave of Despair spell.
- Fear: Target must attempt a Will save as if targeted by the Fear spell.
- Hope: Target is affected as if subjected to the Courageous Anthem cantrip and must attempt a Will save to determine duration.
Critical Success The target is affected for 4 rounds.
Success The target is affected for 3 rounds.
Failure The target is affected for 1 round.
Critical Failure The target is unaffected.
- Serenity: Target must attempt a Will save as if subjected to the Calm spell.

The potted violet etheroot makes two Strikes with two different tentacles, each limb targeting a different creature. This counts as two attacks toward the etheroot's multiple attack penalty for further actions, but the penalty doesn't increase until after both attacks are made.
Knockdown
Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry
Effect The monster attempts to [/act trip] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.
Occult Innate Spells (DC 25, +17 to hit)
2nd Level: See Invisibility (Constant)
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
EtherealEthereal creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane.
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.