The Vorpal Tribble
First Post
Padaelias
Huge Plant (aquatic, psionic)
Hit Dice: 12d8+60+3 (105 hp)
Initiative: -7
Speed: 5 ft.
AC: 20 (-5 dex, +17 natural -2 size), touch 3, flat-footed 27
BAB/Grapple: +9/-
Space/Reach: 15 ft./30 ft.
Attack: -
Full attack: -
Special Attacks: Attraction, Humidity of Illusion, Psionics, Rotgut, Water of Weariness
Special Qualities: Damage Reduction 10/magic, Fire Resistance 8, Plant Traits, Regeneration 6, Tremorsense 60 ft.
Saves: Fort +15, Ref -1, Will +10
Abilities: Str 4, Dex 1, Con 21, Int 8, Wis 19, Cha 2
Skills: Concentration +11, Knowledge (nature) +5, Knowledge (psionics) +1
Feats: Diehard, Endurance, Great Fortitude, Iron Will, Toughness
Environment: Warm Forest and Swamp
Organization: Solitary
CR: 11
Alignment: Usually Neutral
Treasure: Triple Standard
Advancement: --
Level Adjustment: --
If one pulled away the veil of dark, murky water one would see the padalias as a great unwieldy mass of tangled and knotted roots caked with silt. Vines snake out from the mass and blossom above, vaguely resembling lilly pads. The main mass lies under a thick mat of their own dead vines, woven together to support their prey above until they succumb to the affects of the pool.
A padalias in most respects is simply a great nervous system surrounded by a protective layer of bark and weak vegetable muscles. They live a simple existence of attracting prey to feed upon and can live for hundreds of years before simply dying of boredom. They go to seed every few years, though only the pods carried off on the wind to waters of especially high nutrient levels survive. Any pods that begin to grow in its parent's waters are killed.
Padalias weigh some 20 tons all told, and cannot speak any language.
Combat:
Padalias are devious and deadly opponents, using their magical and mental abilities to draw passerbys to their pool and drowning them for the nutrients they bring. Those whom wish to combat the creature must swim below to its main body some ten feet underwater. If the padalias's opponents manage to get past its defenses and bring it near death it uses its Ultrablast ability. This renders it unconscious for an hour, canceling all its supernatural and psionic affects.
Attraction (Ps):
A padalias constantly emits a strong aura that affects any non-mindless beings whom do not make a DC 20 will save within 200 feet. Those affected feel a compelling attraction that leads them within an area of clammy fog and down into a large area of water where the padalias lives. Every minute a new will save may be made to shrug off the effect. Those whom make the save are not affected by the Attraction again that day.
Humidity of Illusion (Su):
The moisture around a padaelias is as the Fog Cloud spell, though it spreads in a 40 ft. radius, and takes a strong wind (21+ mph) to disperse it in 4 rounds. A severe wind (31+ mph) disperses it in 1 round. One the wind dies down it takes 4 rounds for the fog to build back up. Those within must make a DC 17 will check or come under the insidious illusions the plant-being projects. These illusions are alike to the Permanent Image spell and makes the fog feel warm and comforting. Those affected can see just barely through the moisture to what appears to be the large marble pillars of a great temple open to nature. The floor appears to be stone tile with a sheen of water upon it. Those whom are lead by its attraction ability to the pit of the padaelias itself see a large circular pool with wide steps leading down within. The bottom appears to be only four feet or so deep and of smooth, polished stone. The water seems hot, almost to the point of discomfort, but quickly relaxes those within it. Every minute a new will check can be made to disbelieve the illusion. Those whom disbelieve see five feet through the fog to only a vast stagnant pond. It is choked with huge lillipad-like growths, vines and floating masses of cracked algae. The next minute after disbelieving a new check must be made or the illusion comes back full force.
Psionics:
At will/Read Thoughts; 1/hour Ultrablast. Manifester level 12th. Save DC's are wisdom based.
Water of Weariness (Su):
Those whom come within the water must make a DC 16 will save every round or fall unconscious as the Sleep spell. Those that do begin to drown. Even if immune to sleep affects those within the pool become fatigued and take 1 point of strength damage every round.
Rotgut (Ex):
The water the padaelias lives within is horribly stagnant and unclean, smelling heavily of the rot of the bodies that have given their nutrients (unless one is under the affects of Permanent Image wherein the water is odorless). Those whom drink of the water take 1d6 temporary constitution damage (no save) and contract filth fever. As well, drinkers must make a DC 16 fortitude save or become nauseated for 1d4 minutes.
Huge Plant (aquatic, psionic)
Hit Dice: 12d8+60+3 (105 hp)
Initiative: -7
Speed: 5 ft.
AC: 20 (-5 dex, +17 natural -2 size), touch 3, flat-footed 27
BAB/Grapple: +9/-
Space/Reach: 15 ft./30 ft.
Attack: -
Full attack: -
Special Attacks: Attraction, Humidity of Illusion, Psionics, Rotgut, Water of Weariness
Special Qualities: Damage Reduction 10/magic, Fire Resistance 8, Plant Traits, Regeneration 6, Tremorsense 60 ft.
Saves: Fort +15, Ref -1, Will +10
Abilities: Str 4, Dex 1, Con 21, Int 8, Wis 19, Cha 2
Skills: Concentration +11, Knowledge (nature) +5, Knowledge (psionics) +1
Feats: Diehard, Endurance, Great Fortitude, Iron Will, Toughness
Environment: Warm Forest and Swamp
Organization: Solitary
CR: 11
Alignment: Usually Neutral
Treasure: Triple Standard
Advancement: --
Level Adjustment: --
If one pulled away the veil of dark, murky water one would see the padalias as a great unwieldy mass of tangled and knotted roots caked with silt. Vines snake out from the mass and blossom above, vaguely resembling lilly pads. The main mass lies under a thick mat of their own dead vines, woven together to support their prey above until they succumb to the affects of the pool.
A padalias in most respects is simply a great nervous system surrounded by a protective layer of bark and weak vegetable muscles. They live a simple existence of attracting prey to feed upon and can live for hundreds of years before simply dying of boredom. They go to seed every few years, though only the pods carried off on the wind to waters of especially high nutrient levels survive. Any pods that begin to grow in its parent's waters are killed.
Padalias weigh some 20 tons all told, and cannot speak any language.
Combat:
Padalias are devious and deadly opponents, using their magical and mental abilities to draw passerbys to their pool and drowning them for the nutrients they bring. Those whom wish to combat the creature must swim below to its main body some ten feet underwater. If the padalias's opponents manage to get past its defenses and bring it near death it uses its Ultrablast ability. This renders it unconscious for an hour, canceling all its supernatural and psionic affects.
Attraction (Ps):
A padalias constantly emits a strong aura that affects any non-mindless beings whom do not make a DC 20 will save within 200 feet. Those affected feel a compelling attraction that leads them within an area of clammy fog and down into a large area of water where the padalias lives. Every minute a new will save may be made to shrug off the effect. Those whom make the save are not affected by the Attraction again that day.
Humidity of Illusion (Su):
The moisture around a padaelias is as the Fog Cloud spell, though it spreads in a 40 ft. radius, and takes a strong wind (21+ mph) to disperse it in 4 rounds. A severe wind (31+ mph) disperses it in 1 round. One the wind dies down it takes 4 rounds for the fog to build back up. Those within must make a DC 17 will check or come under the insidious illusions the plant-being projects. These illusions are alike to the Permanent Image spell and makes the fog feel warm and comforting. Those affected can see just barely through the moisture to what appears to be the large marble pillars of a great temple open to nature. The floor appears to be stone tile with a sheen of water upon it. Those whom are lead by its attraction ability to the pit of the padaelias itself see a large circular pool with wide steps leading down within. The bottom appears to be only four feet or so deep and of smooth, polished stone. The water seems hot, almost to the point of discomfort, but quickly relaxes those within it. Every minute a new will check can be made to disbelieve the illusion. Those whom disbelieve see five feet through the fog to only a vast stagnant pond. It is choked with huge lillipad-like growths, vines and floating masses of cracked algae. The next minute after disbelieving a new check must be made or the illusion comes back full force.
Psionics:
At will/Read Thoughts; 1/hour Ultrablast. Manifester level 12th. Save DC's are wisdom based.
Water of Weariness (Su):
Those whom come within the water must make a DC 16 will save every round or fall unconscious as the Sleep spell. Those that do begin to drown. Even if immune to sleep affects those within the pool become fatigued and take 1 point of strength damage every round.
Rotgut (Ex):
The water the padaelias lives within is horribly stagnant and unclean, smelling heavily of the rot of the bodies that have given their nutrients (unless one is under the affects of Permanent Image wherein the water is odorless). Those whom drink of the water take 1d6 temporary constitution damage (no save) and contract filth fever. As well, drinkers must make a DC 16 fortitude save or become nauseated for 1d4 minutes.