ALGOID

Medium-Size Plant

Hit Dice: 5d8+15 (37 hp)

Initiative: +0

Speed: 20 ft

AC: 15 (+5 natural)

Attacks: 2 slams +7 melee

Damage: Slam 1d8+6

Face/Reach: 5 ft by 5 ft/5 ft

Special Attacks: Animate trees, stun

Special Qualities: Plant, damage reduction 20/+2, weapon immunities, fire immunity, susceptibilities, low-light vision

Saves: Fort +7, Ref +1, Will +1

Abilities: Str 19, Dex 10, Con 16, Int 4, Wis 10, Cha 11

Skills: Hide +4*, Listen +4, Move Silently +4

 

Climate/Terrain: Temperate and warm forest, marsh, and underground

Organization: Solitary, pair, or cluster (3-6)
Challenge Rating:
4

Treasure: 50% coins; 50% goods; 50% items

Alignment: Always neutral

Advancement: 6-9 HD (Medium-size); 10-15 HD (Large)

 

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.

 

COMBAT

   Animate Trees (Ex): 90-foot range, two trees, as the liveoak spell cast by a 10th-level druid.

   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.

   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.

   Weapon Immunities (Ex): Algoids take one-half damage from slashing or piercing weapons.

   Immunities (Ex): Algoids take no damage from fire or electricity.

   Susceptibilities: Control water deals 1d6 points of damage per caster level to an algoid.

   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.

 

 

The Algoid first appeared in the 1e FF (1981).