Wastaru

Wastaru is the name of the western continent on most maps and globes of the world. This continent is analogous to the New World in our mythology.

Geography

The south end of Wastaru is characterized by a long tail of a peninsula, along which lie a string of active volcanoes. Cartographers have often noted the dragon-like shape to the land as they reach the end of the dot connecting the coastlines.

A central spine of geologically young mountains clusters in the center of the continent.

On the north end of the continent is a series of glacial islands. The water is cold, and travel by ship is often fraught with danger.

Bestiary

The creatures of the Wastaru (pronounced wa-STA-ru) differ from those of the Farghoal and other continents of the world. Loxodons replace elephants, tightly organized societies of prehistoric humans and demi-humans thrive, and in the vast subterranean passages, dark elves, deep gnomes, and twisted dwarves worship occult powers thought long dead and unimagined on other continents.

Orcs are replaced with gorks, a cross between gnolls and their pig-faced orc brethren. Gorks worship a dark power that gives them damage resistance, making them more fierce than their ancestors. A might-makes-right societal view means that only the most vicious survive kind enough to procreate. As such, the youngest gorks have an even stronger damage resistance.

Lizard men are represented by Sslahs. They are hunted down by gorks for use as meat, so they tend to stick to the deep swamps where they hatch, living off the small creatures there.

Hunders are more sinister than their normal kobold cousins, needing less sleep and having twice the appetite. They wander the surface at night and burrow into shallow caves or occupy hollow lava flows to escape the sunlight during the day.

In the gulf formed when the peninsula ripped off of the mainland. The water stays about 10 degrees warmer than the water out in the open oceans.

The Emerald Sea can be found off the southeast coast of the continent. The Litlos Islands can be found in the Emerald Sea.

Civilization

The southern peninsula and areas surrounding the Marsh Tides is occupied by three races of humans known as the Shal-shekti, the Kalah, and the Zhazune. These races vie for control of these lowlands.

(These three races will be detailed in a later post)

Other humans and races (seaworthy elves and dwarves) have colonized portions of the continent, though many of these have met with ill fates. There are remote colonies along the northern and eastern seaboards.


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Quiver’n’Boots

These masterwork leather boots are also serve as quivers, with a capacity of 20 arrows apiece.

They also imbue the arrows placed within with the power of fear. Foes successfully hit by an arrow stored in the quiver must make a DC 15 Willpower save or be affected by the equivalent of a cause fear spell.

Faint transmutation & necromancy; CL 3rd; Craft Wondrous Item, cause fear; Price 2,500 gp; Weight 1 lb.


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Tinleaf

This metallic leaf grows in magical forests in and around the Phyloctæte. The byproduct of an insane mage’s attempts to develop a metal which could be powered by plants, this flaky substance is often used as a spell component.

In addition, tinleaf is used to build automatons by these very mages. The discovery of tinleaf has made possible the very construction of inanimate constructs which do not require outside magic at all. This worries even the mages of the land.

Tinleaf is particularly potent in magic that deals with time, and artisans occasionally use low grade tinleaf to create self-powered hands on clocks, as well as other uses that follow predefined patterns and schedules, such as self-powered carts.


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Feryn Dyndle

Having triumphed in the Mage War, Feryn Dyndle is the new ruler of the Phyloctæte. This young mage has proven herself in the eyes of the other magic wielders of the land, who welcome her new spirit to the land. However, the elven side of her heritage strikes fear in to the hearts of men, who do not want elves meddling in their affairs of state. This has begun to cause some tension in the Phyloctæte, as certain merchants have begun pulling out, leaving their wares very rare. Because of this, the prices of many uncommon goods are very high, if they can even be found at all. Feryn is doing all she can to convince these men to trust her, even going so far as to offering them large subsidies to return to her lands. Whether they will return or not is still to be seen.

(image coming soon)

Feryn usually attacks from afar, harnessing the power of her many wands. In addition, she has made a number of powerful allies over the years, who often join her on the field of battle. This means she is also in debt to many outsiders who are in the process of stating their demands now that she is in power. Friends of this type are often a blessing as well as a curse.

Feryn Dyndle
Medium-size Female Half-Elf
Wizard 17
Hit Dice: (17d4)+34
Hit Points: 91
Initiative: +6
Speed: Walk 30 ft.
AC: 22 (flatfooted 20, touch 15)
Attacks: ;
Damage: ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +2 racial bonus on saving throws against enchantment spells or effects., Elven Blood, Immunity to sleep spells and similar magical effects., Summon Familiar
Saves: Fortitude: +7, Reflex: +7, Will: +13
Abilities: STR 13 (+1), DEX 15 (+2), CON 14 (+2), INT 26 (+8), WIS 16 (+3), CHA 17 (+3)
Skills: Appraise 10; Balance 2; Bluff 5; Climb 1; Concentration 22; Craft (Untrained) 8; Decipher Script 9; Diplomacy 9; Disguise 3; Escape Artist 2; Forgery 8; Gather Information 9; Heal 4; Hide 3; Intimidate 4; Jump 1; Knowledge (Arcana) 28; Knowledge (Architecture and Engineering) 10; Knowledge (Dungeoneering) 9; Knowledge (Geography) 10; Knowledge (History) 13; Knowledge (Local) 14; Knowledge (Nature) 10; Knowledge (Nobility and Royalty) 14; Knowledge (Religion) 12; Knowledge (The Planes) 15; Listen 4; Move Silently 2; Ride 4; Search 9; Sense Motive 5; Spellcraft 30; Spot 7; Survival 3; Swim 1;
Feats: Combat Casting, Craft Wand, Craft Wondrous Item, Dodge, Forge Ring, Greater Spell Penetration, Improved Initiative, Mobility, Scribe Scroll, Spell Penetration
Challenge Rating: 17
Alignment: Chaotic Neutral
Familiar: Leyne, a toad

Possessions: Amulet of Natural Armor +3; Ring of Protection +3; Bracers of Armor +4; Cloak of Charisma +4; Headband of Intellect +4; Wand of Cat’s Grace; Wand of Knock; Wand of Lightning Bolt (8th level caster); Wand of Magic Missile (9th level caster); Wand of Polymorph; Wand of Suggestion;
Spells:
Spells per Day: (4/6/6/6/6/5/5/4/3/ DC:18+spell level)
Wizard – Commonly Prepared:
Level 0: Acid Splash, Arcane Mark, Cipher, Control Shadow, Cubes of Ice, Dancing Lights, Daze, Decode, Detect Magic, Detect Poison, Detect Self, Ember, Firefly, Flare, Haze, Light, Lock/Unlock, Mage Hand, Mending, Open/Close, Pointer, Prestidigitation, Ray of Frost, Read Magic, Resistance, Signal, Sort, Startle, Summon Bag, Summon Pipe, Touch of Fatigue
Level 1: Cause Fear, Identify, Magic Missile, Mount, Nystal’s Undetectable Aura, Obscuring Mist, Ray of Enfeeblement, Shield, True Strike, Unseen Servant
Level 2: Bear’s Endurance, Cat’s Grace, Detect Thoughts, Invisibility, Levitate, Protection from Arrows, Touch of Idiocy, Web
Level 3: Blink, Fly, Haste, Shrink Item, Tongues
Level 4: Confusion, Fire Shield, Polymorph, Reduce Person, Mass, Stoneskin
Level 5: Feeblemind, Mage’s Private Sanctum, Telekinesis, Teleport, Wall of Force
Level 6: Flesh to Stone, Globe of Invulnerability, Planar Binding, Symbol of Fear, True Seeing
Level 7: Control Weather, Delayed Blast Fireball, Limited Wish, Phase Door, Plane Shift, Power Word Blind
Level 8: Charm Monster, Mass, Dimensional Lock, Maze, Mind Blank, Temporal Stasis
Level 9: Dominate Monster, Etherealness, Hold Monster, Mass, Meteor Swarm, Power Word Kill, Prismatic Sphere, Time Stop

Note: Some of these spell descriptions are not available in the standard locations. Contact us if there are any questions regarding them.

Leyne
Diminutive-size Male Toad
Animal1
Hit Dice: (1d2)
Hit Points: 45
Initiative: +1
Speed: Walk 5 ft.
AC: 24 (flatfooted 23, touch 15)
Attacks: ;
Damage: ;
Vision: Low-light
Face / Reach: 1 ft. / 0 ft.
Special Qualities: Amphibious (Ex), Animal Traits, Deliver touch spells, Empathic Link, Improved Evasion (Ex), Scry on familiar, Share Spells, Speak with animals of its kind, Speak with master
Saves: Fortitude: +5, Reflex: +8, Will: +12
Abilities: STR 1 (-5), DEX 12 (+1), CON 10 (+0), INT 14 (+2), WIS 14 (+2), CHA 4 (-3)
Skills: Appraise 4; Balance 1; Bluff -1; Climb -5; Concentration 20; Craft (Untrained) 2; Decipher Script 3; Diplomacy 1; Disguise -3; Escape Artist 1; Forgery 2; Gather Information 1; Heal 4; Hide 18; Intimidate -2; Jump -19; Knowledge (Arcana) 22; Knowledge (Architecture and Engineering) 4; Knowledge (Dungeoneering) 3; Knowledge (Geography) 4; Knowledge (History) 7; Knowledge (Local) 8; Knowledge (Nature) 4; Knowledge (Nobility and Royalty) 8; Knowledge (Religion) 6; Knowledge (The Planes) 9; Listen 2; Move Silently 1; Ride 3; Search 2; Sense Motive 4; Spellcraft 24; Spot 5; Survival 2; Swim -5;
Feats: Lightning Reflexes
Challenge Rating: 1/10
Alignment: Chaotic Neutral


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Huggermuggers

Resembling pixies, these confusing creatures wander the streets of the Central Valley causing all kinds of confusion. They run up to people in the street and hug them while their companions pick their pockets. They have never been known to purposely hurt anyone, but as they live on mugging people, they have been known to do it with such ferocity that that occasionally happens.

Size/Type: Small Fey
Hit Dice: 1d6 (3 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12
Base Attack/Grapple: +0/-6
Attack: Short sword +5 melee (1d4-2/19-20) or longbow +5 ranged (1d6-2/×3)
Full Attack: Short sword +5 melee (1d4-2/19-20) or longbow +5 ranged (1d6-2)/×3
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, special arrows
Special Qualities: Damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 15
Saves: Fort +0, Ref +6, Will +4
Abilities: Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16
Skills: Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +10, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +10
Feats: Alertness, Dodge, Weapon Finesse
Environment: Temperate forests
Organization: Gang (2-4), band (6-11), or tribe (20-80)
Challenge Rating: 4 (5 with mass confusion)
Treasure: No coins; 50% goods; 50% items
Alignment: Always neutral good
Advancement: 2-3 HD (Small)
Level Adjustment: +4 (+6 with mass confusion)

Huggermuggers wear assorted and eclectic clothing, often anachronistic with the time and place where they roam. This helps confuse their mark.

A huggermugger stands about 2½-3 feet tall and weighs about 40 pounds.

Huggermuggers speak Huggermugger and Common, and may know other languages as well.

Combat

The normally carefree huggermuggers ferociously attack evil creatures and unwanted intruders. They take full advantage of their invisibility and other abilities to harass and drive away opponents.

Greater Invisibility (Su)

A huggermugger remains invisible even when it attacks. This ability is constant, but the huggermugger can suppress or resume it as a free action.

Spell-Like Abilities

1/day—lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only). Caster level 8th. The save DCs are Charisma-based.

One huggermugger in ten can use mass confusion (caster level 8th) once per day.

Special Arrows (Ex)

Like heir pixie cousins, Huggermuggers sometimes employ arrows that deal no damage but can cause confusion.

Mass Confusion

An opponent within 30′ of come huggermuggers must succeed on a DC 15 Will save or be confused. The save DC is Wisdom-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but loses the ability to put thoughts together until he or she receives a heal spell or related mental help with limited wish, wish, or miracle.

Confusion

Any opponent hugged be a huggermugger, regardless of Hit Dice, must succeed on a DC 15 Will save or be affected as though by a confusion spell. The save DC is Wisdom-based and includes a +2 racial bonus.

Huggermuggers As Characters

A huggermugger character exchanges its 1 HD of fey for its first class level.

Huggermugger characters possess the following racial traits.

* -4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma.
* Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
* A huggermugger’s base land speed is 20 feet. It also has a fly speed of 60 feet (good).
* Low-light vision.
* Skills: Huggermuggers have a +2 racial bonus on Listen, Search, and Spot checks.
* Racial Feats: A huggermugger receives Dodge and Weapon Finesse as bonus feats.
* +1 natural armor bonus.
* Special Attacks (see above): Spell-like abilities.
* Special Qualities (see above): Damage reduction 10/cold iron, greater invisibility, spell resistance equal to 15 + class levels.
* Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
* Favored Class: Sorcerer.
* Level adjustment +4 (+6 if the huggermugger can use mass confusion).


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Marsh Tides

Beware the tides of marsh!

This region in Wastaru is filled with mashlands and barrier waters. Looming overhead is a ring of volcanoes which constantly simmer, causing the water to heat up and the local bestiary to panic and stampede. The droopy trees in the marshlands extend out into the ocean about 1/2 mile off of the shore, wherein the water has a black hue and a tar-like consistency. There is death in those waters.

The marsh tides are the home of the kakataur, a prehistoric alligator/lizard/dinosaur beast. These creatures are very deadly, as they blend in to the wilderness and attack with monstrous fangs behind 1/2 ton frames.

The marsh tides are also the home of the slithe, a great serpent of the marsh. These creatures sneak up and then wrap their 20′ long, slender bodies around their prey, leaving them no hope of survival.

The tides rise and fall, leaving the area well ventilated and constantly altered. The paths through the marsh change with each tide, so humans rarely venture into this region, and almost never make it out alive.

(map to follow)


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Athiest Domain

An athiest priest does not believe in any gods, instead drawing their power from the faithless and other forces one can believe in. As such, they are a powerful force that works against the holy and unholy powers that be (or be not). Since they do not draw their power from a particular god, they seek not the favors of deities. Instead, they draw power from those in the local populace and vicinity who are unbelievers. Their power differs greatly in different lands. In holy lands, they are neigh powerless, whereas in more godless lands, they usually wield a power equal to clerics of the holier lands.

They wield a non-holy magic, and their spell damage is less healable by their holy and unholy brethren.

They also gain the ability to cast spells to bring about certain non-holy/unholy effects that are otherwise similar to the divine versions. In fact, most spells are available to athiest clerics, though those with holy or unholy in the name or description are strictly forbidden.

The most effective athiest clerics maintain a true neutral alignment, however, all alignments are open to athiests.

At all levels, athiest clerics may attempt to counter any divine magic, called “disbelieving.” This is done similar to the counterspell rules for arcane magic.

Athiest Domain Spells

1st: Shaky Faith – like cause fear but non-holiness.
2nd: Invisibilty to the Faithful – invisibility to anyone of faith. No effect on the faithless.
3rd: Faithlessness – An anti-prayer, same effect but from faithlessness.
4th: Expose – expose one of faith’s hypocrisies.
5th: Fear, Uncertainty, and Doubt – strike fear uncertainty and doubt in the hearts of men.
6th: Faithlessness Strike – Like flame strike, but with faithlesness as the weapon.
7th: Separation of Church and State – create zones where gods cannot meddle in the affairs of men.
8th: Mass Faithlessness – strike fear, uncertainty and doubt in many hearts of men.
9th: Coincidence – like miracle but emanating from a secular place.


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Phase Living

It’s just a phase… he’ll get over it.

This spell was discovered by the elder wizard Faduardo Gantonín in the Phyloctæte, who was hell-bent on prolonging his life. Sadly for him, he never made it very far (only a round forward and a round back), but other mages have since put this magic to good use in less grandiose contexts. Occasionally, mages will need to cast this on themselves to synchronize with items they have phased out of existence, for instance when an object which has had phase object cast upon it is dispelled or otherwise disrupted while the object is out of time (and thus out of mind).

Phase Living (Time / Transmutation) Lvl 7

Transmutation [Time]
Level: Cleric 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Effect: One living being shifts in time in defined cycles
Duration: 1 cycle/level (see text)
Saving Throw: Will negates
Spell Resistance: Yes

By waving her index finger and repeating the verbal component, Os-Il-Ayt-Mi, the caster shifts the target in time one round forward or back from the present, alternating back-present-forward-present and so on for 1 cycle/lvl. The caster must continue the verbal component at relative intervals (after each cycle) to maintain the spell. This doesn’t interfere with other spells since the verbal component is so simple.

If cast on an unwilling target, the caster must overcome the target’s willpower.

The Greater version of the spell (9th level) allows the caster to shift a number of beings up to half their level a number of cycles up to their level into the future and past.


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Tinleaf Trupacious

The end result of Faduardo Gantonin’s apprentice Yoranda Delane’s attempts to create an assistant and friend, sinch she had little emotional support from Faduardo or anyone. Locked away in the lab researching Faduardo’s various temporal magicks, she developed the Phase Guardian. Tinleaf Trupacious was meant to be the next step toward more human-like constructs.

It is neither living, nor dead, nor undead. It occupies that space at the intersection of the three. He performs actions as if alive, but cannot think beyond his rudimentary tasks, and does not eat or sleep. It does, however, require maintenance.

Tinleaf Trupacious (CR 4)
Medium Construct

Hit Dice: 7d10+20 (54 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 20 (+10 natural), touch 10, flat-footed 20
Base Attack/Grapple: +6/+11
Attack: Slam +8 melee (1d6+6)
Full Attack: 2 slams +8 melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Construct traits, darkvision 60 ft., find master, guard, low-light vision
Special Defense: Phasing
Spell Resistance: 50%; Immune to all spells when out-of-phase, susceptible when in phase.
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 12, Dex 10, Con —, Int —, Wis 10, Cha 1
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

The tall, lanky figure seems to disappear completely every few seconds, reappearing a few seconds later. For a moment, you can make out the symbol of an hourglass, but only for a moment. Its body seems made of a metallic leafy fiber, which wraps around the carapace like scales or links of a chain.

Forever oscillating in and out of phase with the current time, Tinleaf Trupacious is a slave to time and its master. When one is fashioned, the phase guardian is keyed to a particular magical timepiece. Henceforth, it regards the wearer of that timepiece to be its master, protecting and following that individual everywhere (unless specifically commanded not to do so).

Tinleaf obeys its master’s verbal commands to the best of its ability, although it is not good for beyond simple manual labor and occasionally a simple conversation. It can also be keyed to perform specific tasks at specific times, down to six second accuracy, if it’s in phase when the alarm goes off. The wearer of the timepiece can call Tinleaf from any distance, and it will come as long as it is on the same plane.

Tinleaf is 6 feet tall and weighs a mere 100 pounds. It cannot speak, but it understands commands given in any language, though only in six-second increments, when it phases out of time. Its true master can phase with it, as can any mage with phase self.

Combat

Tinleaf was not designed for combat and is thus horrible at it.

Find Master (Su): As long as Tinleaf and its timepiece are on the same plane, it can find the timepiece wearer.

Guard (Ex): If ordered to do so, Tinleaf moves swiftly to defend the wearer of its timepiece, blocking blows and disrupting foes. All attacks against the timepiece wearer take a –2 penalty when Tinleaf is adjacent to its master.

Phase Other (Sp): Forever oscillating in time, Tinleaf must phase through time. If the Phasing is ever dispelled or otherwise disrupted, Tinleaf is trapped in whatever time it is disrupted in, and begins losing hit points at a rate of 1HD/rnd.

Construction

Tinleaf is built of tinleaf, a magical plant-metal alloy. The materials cost Yoranda Delane 15,000 gp. The timepiece also runs on two ounces of magesilver, kept within an hourglass that constantly resets itself every round, the amound of time it takes for the magesilver to flow from the top bulb of the hourglass to the bottom one.

Creating the body required a DC 16 Craft (blacksmithing) or Craft (carpentry) check. The keyed timepiece is fashioned at the same time, and its cost (20,000 gp) is on top of the cost of Tinleaf itself. After the body was sculpted, Tinleaf was animated through an extended magical ritual that required a specially prepared laboratory or workroom (she borrowed Faduardo’s). A similar lab, such as an alchemist’s laboratory would cost 500 gp to establish. If the creator is personally constructing the creature’s body, the building and the ritual can be performed together.

CL 9th; Craft Construct, limited wish, discern location, shield, phase other, caster must be at least 9th level; Price 40,000 gp; Cost 32,500 gp + 2,300 XP.

Timepiece

If Tinleaf’s timepiece is destroyed, it ceases to function until a new one is created. If the wearer dies but the timepiece is intact, Tinleaf carries out the last command it was given.


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Drop Vine

This undead plant grows over common dungeon passages and gaps in the forest.

These wandering vines wrap themselves around trees and survive on moonlight through a process called lunasynthesis. They slowly draw nutrients from the soil and their unwilling hosts, invading dimly-lit natural groves, mausoleums and other such locales where they can acquire better sustenance from the fluids of corpses.

Underground, these plants’ roots and tendrils will often stick through the soft soil ceilings of natural caverns, which drop down upon their tender prey.

Drop Vine CR 5
Undead plant
Neutral Evil Medium plant
Init: +2 Senses: Blindsight 45 ft. Listen +1, Spot +1
Aura: Fatiguing Radiance 30 ft.
Languages: none

AC: 16 (+5 Natural, +1 Dex) touch 11, flatfooted 15
HP: 70 (HD 8d12)
Immune: Unholy
Fort: +5 Ref: +2 Will: +3
Weakness: Holy

MV: 10 ft.
Attack: +3 vine 1d6+3
Full Attack: 2 attacks with +3 vine 1d6+3
Attack Options: improved grab
Space / Reach: 10 ft. / 10 ft.
Base Attack: +6 Grapple: +17

Abilities Str 16 Dex 13 Con – Int 3 Wis 12 Cha 13
SQ: undead and plant traits
SA: improved grab, blood drain
Feats: Improved Grapple, Weapon Focus Tendril
Skills: +8 Move Silently

Possessions: whatever was left by previous victims: standard treasure.

Improved Grab (Ex): Upon a successful melee attack, drop vines can attempt to start a grapple with their enemies. Upon a successful grapple, they will draw their victims in toward their central body. If they are successful, they get another attack.

Blood Drain (Ex): At the start of its round, each living creature caught in a grapple with a drop vine will take 1d4 points of constitution damage.

Blindsight (Ex): Drop Vines have no visual organs but can ascertain all foes within 45 feet using sound, scent, and vibration.

Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.

Undead and Plant Traits:

– Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
– Not subject to critical hits, nonlethal damage, ability drain, or energy drain.
– Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
– Immunity to poison, sleep effects, paralysis, polymorph, stunning, disease, and death effects.
– Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
– Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.


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