🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Yellow Musk ThrallCreature -1


MediumMindlessPlant
Source Pathfinder Bestiary 2
Perception +0 (low light vision)
Languages none
Skills Athletics +5
Str +3, Dex -2, Con +2, Int -5, Wis +0, Cha -2

AC 14; Fort +6; Reflex +0; Will +2;
HP 12
Speed 25 feet
Weaknesses Fire 5

Fist One Action +7 (+2, -3) to hit (unarmed) 1d4+3 Bludgeoning

Slow

A yellow musk thrall is permanently Slowed 1 and can't use reactions.

Entangling Tendrils (aura)

5 feet. Grasping tendrils extend out from the thrall. When the thrall ends its movement next to a creature, or a creature ends its turn next to the thrall, that creature must succeed at a DC 14 reflex save or be Grabbed by the tendrils.

Limb Extension Free Action

Trigger The yellow musk thrall is reduced to 4 HP or fewer


Effect Creeper tendrils tear through the thrall's limbs, causing its forearms to tear loose. The thrall's melee reach increases by 5 feet.

Pollen Touch

When the thrall strikes a creature, that creature is exposed to yellow musk creeper pollen, as Spray Pollen (DC 14). The creature is Fascinated by the yellow musk creeper that spawned the thrall, not by the thrall itself. The affected creature must attempt a DC 14 will save.

Once a creature succeeds at any save against Spray Pollen, it becomes temporarily immune for 24 hours.


Success The creature is unaffected.

Failure The creature is Fascinated. For as long as it is fascinated, it must spend each of its actions to move closer to the yellow musk creeper that spawned the thrall as expediently as possible, while avoiding obvious dangers. If the creature is adjacent to the yellow musk creeper, it stays still and doesn't act.

Critical Failure As failure, but the condition doesn't end automatically. The creature can attempt a new save at the end of each of its turns. On a success, the fascinated condition and other effects end.

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.


A creature transformed by a yellow musk creeper's tendrils boring into its brain becomes a yellow musk thrall if it's Small or Medium, or a yellow musk brute if Large (a Small creature becomes a Small thrall rather than a Medium one). The transformation takes 1 hour. A yellow musk thrall takes only the most rudimentary of actions: bringing the yellow musk creeper water and new creatures to infest. After a few days (or if the creeper dies), the thrall wanders off into the wilderness and falls dead within 24 hours. The body of a deceased thrall sprouts a new yellow musk creeper within hours of its death, becoming a fully grown plant within 24 hours.


Traits

Common

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.

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.