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ALGOID |
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Medium-Size Plant |
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Hit Dice: 5d8+15 (37 hp) |
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Initiative: +0 |
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Speed: 20 ft |
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AC: 15 (+5 natural) |
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Attacks: 2 slams +7 melee |
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Damage: Slam 1d8+6 |
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Face/Reach: 5 ft by 5 ft/5 ft |
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Special Attacks: Animate trees, stun |
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Special Qualities: Plant, damage reduction 20/+2, weapon immunities, fire immunity, susceptibilities, low-light vision |
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Saves: Fort +7, Ref +1, Will +1 |
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Abilities: Str 19, Dex 10, Con 16, Int 4, Wis 10, Cha 11 |
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Skills: Hide +4*, Listen +4, Move Silently +4 |
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Climate/Terrain: Temperate and warm forest, marsh, and underground |
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Organization:
Solitary, pair, or cluster (3-6) |
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Treasure: 50% coins; 50% goods; 50% items |
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Alignment: Always neutral |
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Advancement: 6-9 HD (Medium-size); 10-15 HD (Large) |
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The algoid is a living colony of algae that has developed some semblance of intelligence and mobility. The algoid appears as a 7-foot tall, green humanoid with coarse, rough features. |
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COMBAT |
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Animate Trees (Ex): 90-foot range, two trees, as the liveoak spell cast by a 10th-level druid. |
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Stun (Ex): If an algoid delivers a successful critical hit to an opponent, the opponent must succeed at a Fortitude save (DC 16) or be stunned for 1d4 rounds. |
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Plant: The algoid is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits and is immune to mind-influencing attacks. |
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Weapon Immunities (Ex): Algoids take one-half damage from slashing or piercing weapons. |
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Immunities (Ex): Algoids take no damage from fire or electricity. |
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Susceptibilities: Control water deals 1d6 points of damage per caster level to an algoid. |
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Skills: The algoid receives a +4 racial bonus to Hide, Listen, and Move Silently checks. *They receive a +12 racial bonus to Hide checks when in a swampy or forested area. |
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The Algoid first appeared in the 1e FF (1981). |