Jungles


Stirges (4 - clutch): CR 1/2; Tiny Beast; HD 1d8; hp 5 each; Init +4 (Dex); Spd 10ft, fly 40ft (average); AC 16 (+2 size, +4 Dex); Atk touch +6; Face/Reach: 2 1/2 ft by 2 1/2 ft/0ft; SA Attach, blood drain; SV Fort +2, Ref +6, Will +1; Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6. Skills and Feats: Hide +14, Weapon Finesse (touch). Attach (Ex): If a stirge hits with a touch attack, it uses it eight pincers to latch onto the opponent's body. An attached stirge has an AC of 12. Blood Drain (Ex): A stirge drains blood, dealing 1d4 points of temporary Constitution damage each round it remains attached. Once it has drained 4 points of Constitution, it detaches and flies off to digest the meal.* *Note: Temporary losses to ability scores regenerate at the rate of 1/day -- or 2/day with total rest.

Ankheg: large beast; CR 3; HD 3d10+9 (25hp); Init +0; Spd 30ft, burrow 20ft; AC 18 (-1 size, +9 natural); Attack bite +6 melee (2d6+7; F/R 5x10/5; SA Improved grab, acid, spit acid; SQ Tremorsense; SV Fort +6, Ref +3, Will +2; Str 21, Dex 10, Con 17, Int 1, Wis 13, Cha 6. Skills: Listen +4. Improved Grab (Ex): To use this ability, the ankheg must hit with its bite attack. If it gets a hold, it deals automatic bite damage each round the hold is mainteained. If the ankheg is damaged after bragging its prey, it retreats backward down its tunnel at burrowing speed, dragging the victim with it. Acid (Ex) Acidic enzymes drip from an akhegs mouth each round it maintains a hold. It automatically deals 1d4 points or acid damage each round in addition to bite damage. Spit Acid (Ex): Stream of acid 5ft high, 5ft wide, and 30ft long, once every 6 hours; damage 4d4, Reflex half DC 14. One such attack depletes the ankheg's acid supply for 6 hours. It cannot spit acid or deal acid damage during this time. Ankhegs do not use this ability unless they are desperate or frustrated. they most often spit acid when reduced to fewer than half their hit points or when they have not successfully grabbed an opponent. Tremorsense (Ex): Ankhegs can automatically sense the location of anything within 60ft that is in contact with the ground.

Elgannet Beetle: Giant Beetle, Stag: CR 4; Size L (14ft long, 4 tonnes); HD 7d8+21; hp 52; Init +0; Spd 20 ft.; AC 19 -1 size, +10 natural); Attack +10 melee (4d6+9 bite, crit 20 x2); SA Trample 2d8+3; SV Fort +8, Ref +2, Will +2; AL N; Str 23, Dex 10, Con 17, Int -, Wis 10, Cha 9. Skills: Listen +8, Spot +7.

Assassin Vine: Large Plant; CR 3; HD 4d8+12 (30hp); Init +0; Spd 0ft; AC 15 (-1 size, +6 natural); Attacks Slam +7 melee (1d6+7); F/R 5x5/10ft (20ft w/ vine); SA Entangle, Improved Grab, Constrict 1d6+7; SQ Camouflage, Electricity immunity, cold and fire resistance 20, blindsight; SV Fort +7, Ref +1, Will +2; Str 20, Dex 10, Con 16, In -, Wis 13, Cha 9. Entangle (Su): An assassin vine can animate plants within 30 feet of itself as a free action. The effect lasts until the vine dies or decides to end it (also a free action). The ability is otherwise similar to entangle as cast by a 4th-level druid (save DC 13). Improved Grab (Ex): To use this ability, the assassin vine must hit with its slam attack. Constrict (Ex): An assassin vine deals 1d6_7 points of damage with a successful grapple check against Medium-size or smaller creatures. Blindsight (Ex): Assassin vines have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration. Camouflage (Ex): Since an assassin vine looks like a normal plant when at rest, it takes a successful Spot check (DC 20) to notice it before it attacks. Anyone with Wilderness Lore or Knowledge (plants or herbs) can use those skills instead of Spot to notice the plant.

Shambling Mound: Large Plant; CR 6; HD 8d8+24 (60hp); Init +0; Spd 20ft; AC 20 (-1 size, +11 natural); Attacks 2 slams +10 melee (2d6+5); F/R 5x5/10ft; SA Improved Grab, Constrict 2d6+7; SQ Plant, electricity Immunity, Fire Resistance 30; SV Fort +9, Ref +2, Will +2; Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9. Skills: Hide +0*, Listen +4, Move Silently +4. Improved Grab (ex): To use this ability, the shambler must hit an opponent of up to Large size with both arm attacks. If it gets a hold, it can constrict. Constrict (Ex): A shambler deals 2d6+7 points of damage with a successful grapple check against Large or smaller creatures. The shambler can still move but cannot take any attack actions when constricting. Plant: Immune to mind-influencing efffects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits. Electricity Immunity (Ex): Shamblers take no damage from electricity. Instead, any electrical attack (such as shocking grasp or lightning bolt) used against a shambler grants it 1d4 points of temporary Constitution. The shambler loses these points at the rate of 1 per hour. Skills: Shamblers receive a +4 racial bonus to Hide, Listen, and Move Silently Checks. *They receive a +12 bonus to Hide checks when in a swampy or forested area.

Tendriculos: Huge Plant; CR 6; HD 9d8+54 (94hp); Init -1 (Dex); Spd 20ft; AC 16 (-2 size, -1 Dex, +9 natural); Attacks bite +13 melee (2d8+9), 2 tendrils +8 melee (1d6+4); F/R 10x40/15; SA Improved Grab, Swallow Whole, Paralysis; SQ Plant, Regeneration 10; SV Fort +12, Ref +2, Will +2; Str 28, Dex 9, Con 22, Int 3, Wis 8, Cha 3. Improved Grab (Ex): To use this ability, the tendriculos must hit with its bite attack. if it gets a hold, it automatically deals bite damage and can try to swallow the oponent. A tendriculos that hits with a tendril attack grabs as above. If it gets a hold, it picks up the opponent and transfers it to the mouth as a partial action, automatically dealing bite damage as above. Swallow Whole/Paralysis (Ex): A tendriculos can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside the plant's mass, the opponent must succeed at a Fortitude save (DC 19) or be paralyzed for 3d6 rounds by the tendriculos's digestive juices, taking 2d6 points of acid damage per round. A new save is required each round inside the plant. A swallowed creature that avoids paralysis can climb out of the mass with a successful grapple check. This returns it to the plant's maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the tendriculos's interior (AC 15). Once the creature exits, the plant's amazing regenerative capacity closes the hole; another swallowed opponent must again cut its own way out. The tendriculos's interior can hold two Large, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or smaller opponents. Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits. Regeneration (Ex): Bludgeoning weapons and acid deal normal damage to a tendriculos. A tendriculos that loses part of its body mass can regrow it in 1d6 minutes. Holding the severed portion against the mass enables it to reattach instantly.

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