The Bestiary of Ashtakala

Solarious

Explorer
The fabled city of Asktakala. Situated in the midst of the Demon Wastes, precious few ever see it's glassstorm-enshrounded form and live, let alone the hapless souls who go inside. The rulers of this damned domain are hideous in their power, and individually can topple armies if they chose to do so: yet they have their own plans and amusements that reach far beyond petty slaughter and mayhem.

But sometimes they do feel the urge to extinguish a few mortal souls, and when they do, they use deadly and twisted beasts to aid them in their sport, just as nobles use hawks and hounds to aid them in their hunts. We are all but flickering sparks of life, compared to these ancient terrors, and are fit to do naught but to run and hide.

And run and hide we do.

The Hunting Bats of Ashtakala

Large Outsider (native) [Augmented Elemental (Fire); Augmented Animal]
HP: 12d8+72 (144 hp)
Initiative: +12
Speed: 20 ft. (4 squares), fly 40 ft. (good)
Armor Class: 28 (-1 size, +8 Dex, +11 natural), touch 18, flat-footed 20
Base Attack/Grapple: +9/+18
Attack: Bite +16 melee (2d6+9 plus 3d6 acid, plus 2d6 fire)
Full Attack: Bite +16 melee (2d6+6 plus 3d6 acid, plus 2d6 fire), and 2 Claws +14 (1d8+3 plus 2d6 fire)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acidic Bite, Flaming Body, Smite Good +12 1/day, Spell-like Abilities
Special Qualities: Blindsense 40 ft., Darkvision 60', DR 10/magic, Immunity to (Acid, Fire, Poison, Sleep, Paralysis, Stunning, and Critical Hits), SR 24, Vulnerability to COld, Cold & Electricity Resistance 10
Saves: Fort +14, Ref +16, Will +10
Abilities: Str 21, Dex 26, Con 23, Int 6, Wis 14, Cha 10
Skills: Hide +18, Listen +21*, Move Silently +22, Spot +21*
Feats: Blind-Fight, Flyby Attack, Hover, Improved Natural Attack (Bite, Claw), Impoved Initiative, Multiattack
Environment: Demon Wastes, Ruined City of Ashtakala
Organization: Solitary or pack (5-8)
Challenge Rating: 10
Alignment: Always Neutral Evil

Combat
These degenerate mockeries of true bats come from the very dephs of Khyber, and are heavily twisted by it's taint. Selected and handpicked by rakshasha handlers for their singular foul temperments, their mutations are then further amplified and refined through black sciences until the desired result is achieved. Intelligent enough to use rudimentary tactics, they shroud themselves in Darkness (relying on Blindsight and Blind Fight for the edge), and then bombard their prey with Unholy Blights before invoking Poison and diving down for flyby attacks. If they meet heavy resistance or encounter more prey than expected, they unleash their Blasphemies and converge on a single target until it is brought down, and fly off to their masters with the body. The Hunting Bats of Ashtakala's natural weapons count as magic for overcoming another creature's DR. Hunting Bats of Ashtakala speak Ignan, but rarely chose to speak.

Acidic Attack (Ex)
A Hunting Hawk of Ashtakala deals an extra 3d6 points of acid damage with a successful bite attack

Blindsense (Ex)
A Hunting Bat of Ashtakala uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.

Flaming Body (Ex)
A Hunting Bat of Ashtakala deals 2d6 fire damage when it hits with natural weapons, and the target must make a DC 19 Reflex save to avoid catching fire. This also applies when attacked with another creature's natural weapons.

Ill-Temepered (Ex)
All Handle Animal checks with a Hunting Bat of Ashtakala have a +4 DC

Improved Natural Healing (Ex)
A Hunting Bat of Ashtakala heals naturally at three times the normal rate, healing 36 hit points with a full night's rest

Spell-Like Abilities [CL 12; DC = Spell Level]
Desecrate, Unholy Blight [DC 14], Contaigon [DC 14], Blasphemy [DC 17] (1/day)
Darkness, Poison[DC 14] (3/day)

Skills
Hunting Bats of Asktakala have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
 

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Famished Spirit that Eternally Hungers

Medium Undead (Extraplanar)
Hit Points: 6d12 (54 hp)
Initiative: +7
Speed: 40' (8 squares), 30' swim (6 squares), 20' climb (4 squares)
Armor Class: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18
BaB/Grapple: +3/+13
Attack: Bite +13 melee (2d6+12 19-20/x2)
Full Attack: Bite +13 melee (2d6+8 19-20/x2 plus paralysis plus Ghoul Fever plus Demon Fever plus Blood Drain plus Improved Trip) and 2 claws +13 melee (1d4+4 plus paralysis plus Demon Fever)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease, paralysis, improved trip
Special Qualities: Darkvision 60 ft., low-light vision, undead traits, +2 turn resistance, Resistance (Acid 5, Electrical 10, Fire 5, Sonic 10), Scent
Saves: Fort +2, Ref +8, Will +8
Abilities: Str 27, Dex 17, Con Ø, Int 11, Wis 16, Cha 18
Skills: Climb +14, Listen +18, Spot +18, Search +15, Survival +18 (+26 when tracking by scent), Swim +14
Feats: Ability Focus (Yowling), Multiattack, Improved Critical (Bite), Improved Multiattack, Improved Initiative, Run, Track
Environment: Khyber, Ashtakala, Demon Wastes
Organization: Pack (20-35), Hunt (50-100), Devouring (200-500)
Challenge Rating: 7
Alignment: Always Chaotic Evil

Combat
The Famished Spirit that Eternally Hungers, or Hunger Hounds as they are more commonly known as, are the hunting dogs Ashtakala. Found in literally countless numbers within Khyber, they are drawn en-masse from the depths to serve the rulers of Ashtalaka with powerful summons. They act as wild dogs when left to their own devices (albeit wild dogs that look like rail-thin skinless humanoids with sharp claws and a mouth lined with several redundant rows of sharp teeth), but then behave like very well trained and eager dogs when control/dominance is asserted over them. This, combined with their tracking skills, many movement modes, and keen senses makes them exceptional at tracking and chasing down prey without resorting to supernatural means (and thus, their alternate moniker: Hunger Hounds). Despite their high mental scores, Famine Spirits are very much feral in mentality. The extent of their tactics are ambushes, stalking, chasing their prey to exhaustion, and zerging. The many diseases they can inflict and combined yowling work in tandem with their basic massive numbers to wear down opponents. Their masters are sometimes content to watch a panicking party flee for as long as possible from their enemies until they are inevitably overtaken by a small ocean of bottomless mouths eager for more fresh blood.

True to their name, Famine Spirits are slavering beasts with not much in their minds outside of eating. They never try to succeed on their will saves to resist eating corpses, even when ordered otherwise (unless commanded by a Rakshasha with more than triple their own natural hit die). When in melee combat, they pile on the foe with the least visual armor, each hoping to get the first bite of sweet flesh in. On occasion, the knowledge required to summon or create such a creature rises to the mortal world, and it is highly prized and jealously guarded, for Famine Spirits are both relatively powerful and utterly relentless. It is very difficult to control more than one or two Famine Spirits, even if one were to control the secrets of obtaining one, unless one were a Rakshasha... or one with special blessing from a Rakshahsa. In fact, in most cases when an individual acquires the ability to command Famine Spirits, a Rakshasha is behind the scenes, manipulating the situation for their own benefit.

A Famine Spirit's natural weapons are treated as magic for overcoming Damage Reduction

Blood Drain (Ex)
If a Famished Spirit that Eternally Hungers makes a critical hit with it's bite on a living creature, it also deals 1 point of constitution damage.

Disease (Su)
Ghoul Fever—bite, Fortitude DC 17, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. A humanoid of 6 Hit Dice or more rises as a Famished Spirit that Eternally Hungers.
Demon Fever-bite, claws, Fort DC 17, incubation period 1 day, damage 1d6 Con. Each day after the first, on a failed save, an afflicted creature must immediately succeed on another DC 16 Fortitude save or take 1 point of Constitution drain. The save DC is Charisma based.

Paralysis (Ex)
Those hit by Famished Spirit that Eternally Hungers' bite or claw attack must succeed on a DC 17 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.

Improved Trip (Ex)
A Famished Spirit that Eternally Hungers that hits with its bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Famished Spirit that Eternally Hungers. On a successful grapple check, it automatically deals bite damage.

Rapturous Hunger (Ex)
If a Famished Spirit that Eternally Hungers slays a living creature or is adjacent to a living creature when it is slain, it must make a Will save (DC 15) or immediately start eating it. While eating, it looses it's Dexterity bonus to AC and does not make Attacks of Opportunity, but heals itself for 5 hit points for each of the creature's HD (divided equally amongst the Famine Spirits participating, even if they are at maximum hit points), and gains Fast Healing 1 for 5 minutes after eating. It takes a Famine Spirit 2 minutes to devour a Huge corpse (divided by the number of Famine Spirits present), and half or double that time to devour a larger or smaller corpse, respectively and cumulative with each size difference (minimum 1 full round).

Yowling (Su)
Each round as a free action, a Famished Spirit that Eternally Hungers may yowl. All creatures within 100' except for Undead and Evil Outsiders are shaken for as long as they are within 100' of the Famine Spirit unless they make a DC 19 Will save. On a successful save, the creature is immune to that particular Famine Spirit's Yowling for 24 hours. This is a Sonic, Mind-Affecting, Fear affect.

Skills
A Famished Spirit that Eternally Hungers have a +6 racial bonus to Listen, Search, Spot, and Survival checks.

* Their natural Climb speed grants them a +8 Racial bonus on climb checks, their natural swim speed grants them a +8 racial bonus on their Swim checks (and may take 10 regardless of their situation), and their keen sense of smell grants them a +8 bonus on Survival checks to track by scent.
 
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Shadowrot Weeds - Fluff TBA

Shadowrot Weeds CR11

Advanced Shadow Vampire Boneleaf
Huge Undead (Augmented Aberration)
Hit Dice: 15d12 (98 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 10ft, burrow 10' (soft earth and soil, optionally other types)
Armor Class: 30 (-2 size, +5 Dex, +17 Natural), Touch 15, Flat Footed 25
Base Attack/Grapple: +11/+36
Attack: Slam +23 melee (2d8 + 13 + 1d4 plus Strength Drain), or Tendril +23/+18 (Improved Grab plus Constrict plus Blood Drain)
Full Attack: 2 Slams +23/+23 melee (2d8 + 13 + 1d4 plus Strength Drain), or 2 Tendrils +23/+23/+18 melee (Improved Grab plus Constrict plus Blood Drain), or Slam +23 melee (2d8 + 13 + 1d4 plus Strength Drain) and Tendril +23/+18 melee (Improved Grab plus Constrict plus Blood Drain)
Space/Reach: 15'/15' (20' w/ tendrils)
Special Attacks: Constrict (2d6 + 1d4 + 13), Improved Grab, Razor Leaves, Blood Drain, Dominate Person, Create Spawn, Strength Drain, Bleed Shadows
Special Qualities: Darkvision 60', Illusionary Lure, low-light vision, Pervasive Sentience, Plant-like traits, Darkness, DR 10/ silver and magic, Cold and Electricity Resistance 10, Turn Resistance +4, Fast Healing 2, Shadow Form, Shadow Jump, Vampire Weaknesses
Saves: Fort +9, Ref +12, Will +9
Abilities: Str 38, Dex 20, Con -, Int 10, Wis 18, Cha 16
Skills (Ranks, total modifier): Hide (18; +31), Move Silently (0; +13), Spot (9; +23), Listen (9; +23)
Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Improved Natural Attack (Slam), Improved Grapple, Multigrab, Improved Multigrab, Large and In Charge, Rapidstrike (Tendrils)

Blood Drain (Ex): Shadowrot Weeds can suck blood from a living victim with its tendrils by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.

Bleed Shadow (Su): Shadowrot Weeds can draw 1d4 + 1 Shadows out of Mabar by voluntarily shedding a few drops of blood and focusing the negative energy contained within so it will open pinprick openings into the plane of Endless Night. These Shadows arrive in 2d6 rounds and serve the Shadowrot Weed for up to 1 hour.

Dominate (Su): A Shadowrot Weed can crush an opponent’s will just by looking onto his or her eyes using pseudo-blooms with eye-like organs within. This is similar to a gaze attack, except that the Shadowrot Weed must use a standard action, and those merely looking at it are not affected. Anyone the Shadowrot Weed targets must succeed on a Will save (DC 21) or fall instantly under the vampire’s influence as though by a Dominate Person spell (caster level 12th). The ability has a range of 30 feet.

Create Spawn (Su): A humanoid or monstrous humanoid slain by a Shadowrot Weed’s energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial.

If the Shadowrot Weed instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the Shadowrot Weed that created it and remains enslaved until its master’s destruction. At any given time a Shadowrot Weed may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A Shadowrot Weed may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Strength Drain (Su): Once per round, a Shadowrot Weed inflicts 1 point of Strength damage with it's Slam attack. Strength damage inflicted in this way grants the Shadowrot Weed 5 temporary hp.

Darkness (Su): As the spell, 4/day (Cha mod).

Fast Healing (Ex): A Shadowrot Weed heals 2 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes shadow form and attempts to escape. It must reach its bulb within 2 hours or be utterly destroyed. (It can travel up to four and-a half miles in 2 hours.) Any additional damage dealt to a Shadowrot Weed forced into shadow form has no effect. Once at rest in its bulb, a Shadowrot Weed is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.

Shadow Form (Su): As a standard action, a Shadowrot Weed can assume shadow form at will, which grants it a +4 Competence bonus to Escape Artist, Hide, and Move Silently checks, as well as Concealment. The Concealment is suppressed while within the area of a Daylight spell.

Shadow Jump (Su): a Shadowrot Weed may jump from shadow to shadow as if by means of a Dimension Door spell, but this transport must begin and end in some kind of shadow. A Shadowrot Weed may jump up to 100'/day, divided up as it desires.

Vampire Weakness (Ex): As a normal vampire's weaknesses, plus light equivalent or greater than a Daylight spell causes a Shadowrot Weed to act as if sickened, as the condition. It also receives a -2 penalty on all saving throws to avoid light effects (including Flash Pellets).

Constrict (Ex): A Shadowrot Weed may deal automatic constricting damage on a successful grapple check.

Improved Grab (Ex): To use this ability, a Shadowrot Weed must hit with a tendril attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and may constrict. A Shadowrot Weed may also opt to forgo the Constrict attack and instead attempt to establish a pin to burrow it's tendrils into the creature to use Blood Drain instead. A Shadowrot Weed may maintain a hold on a creature using only a single part of it's 'body' without penalty, thanks to it's Improved Multigrab feat.

Razor Leaves (Ex): The off-white leaves of a Shadowrot Weed are surprisingly tough and razor-sharp. These leaves are the source of the additional 1d4 points of damage on Constrict and Slam attacks, and it is considered slashing damage.

Illusory Lure (Su): A Shadowrot Weed can generate detailed but short-lived illusions, designed to lure prey into it's reach. These usually take the form of something valuable lying among the trunks, or an injured individual crying for aid, but it may differ depending on the information it has gathered through minions and servants. This ability functions as the spell Major Image (CL7), except this illusions lasts only for 1d6 + 1 rounds and the Shadowrot Weed must wait 1d4 rounds before using the ability again. Interaction with the illusions allows a DC 21 Will save (Cha based) to disbelieve.

Plant-like Traits: Much of the advantages a Shadowrot Weed's unusual physiology grants over the average ambush predator is ecplised by it's undead traits. None the less, it takes a DC 15 Spot check to notice a Shadowrot Weed is anything but a normal copse; failure indicates creatures come close enough to get snared by it's limbs before noticing anything is wrong.

Undead Traits: A Shadowrot Weeds has no Constitution score, Darkvision out to 60 feet, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Shadowrot Weeds have immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. A Shadowrot Weeds is not subject to critical hits, nonlethal damage, ability drain, or energy drain, is immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Negative energy (such as an inflict spell) can heal Shadowrot Weeds. Shadowrot Weeds has immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Shadowrot Weeds are not at risk of death from massive damage, but when reduced to 0 hit points or less, a Shadowrot Weeds immediately assumes Shadow form. Shadowrot Weeds do not breathe, eat, or sleep.

Pervasive Sentience (Ex): While individual Shadowrot Weed buds function as individual creatures, it is but only a portion of a much larger whole. While Shadowrot Weeds are encountered individually, but they are not actually alone. Each Shadowrot Weed is part of a larger collective of weeds, with up to 1d6 + 6 others in the same reigon. Considered individuals because they are usually anywhere from 100 yards up to four miles from each other, they are in fact portions of the same creature, connected by miles of underground nerves and bound together by a single bulb of fleshy roots, tendrils, and leaves, encasing the cursed soil of Ashtakala that acts as the vampire-like Shadowrot Weed's coffin equivalent. Anything a single Shadowrot Weed experiences is known to the rest almost immediately.

To truly destroy a Shadowrot Weed infestation, the bulb (a Large, vaguely egg-shaped thing that pulses and twitches) must be permanently destroyed. Since it lacks a mouth to fill with holy wafers and a head to behead, the usual method is to either to soak it completely in blessed oil and set it on fire (which permanently destroys it), or to spray it with holy water and impale it with three livewood stakes (which puts it and all attached Shadowrot Weeds into suspended animation as if you had staked a regular vampire). Since the bulb is relatively immobile and quite defenseless on it's own, the Shadowrot Weed collective put effort in finding an ideal place to hide it (sometimes within an existing tree's roots), and fight viciously in it's defense. Some Shadowrot Weed bulbs develop the ability to store a number of vampires or vampire spawn (enslaved by separate Shadowrot Weeds and contributed to the defense of the bulb, each vampire [spawn] counting against the individual weed's limit of enslaved spawn) within the soil it carries, a nasty surprise for anyone who seeks to end a Shadowrot Weed infestation. For such vampires or spawn, the bulb acts as their coffin, and leave and enter the bulb via their gaseous form ability.

Sometimes, among learned sages who have heard many rumors and some fragmented facts about Shadowrot Weed, there are claims that ancient bulbs, after being nourished for centuries by it's Shadowrot Weed buds, becomes a potent Shadowrot Bloom of it's own... but such mutterings are pure speculation and are clearly the ravings of lunatics. Are they not?

They surely must be... they have to be... aren't they?

Shadowrot Weeds have a +12 racial bonus to Hide checks made in forested or overgrown areas. Shadowrot Weeds have a +8 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Alertness grants the Shadowrot Weed a +2 bonus on Listen and Spot checks.
 


What a Shadowrot Weed looks like? Well, they were aberrations in the first place that only looked like plants at a casual glance, so becoming shadow vampires that blend into the shadows supernaturally should probably make them even more freaky.

While not in shadow form, I'd say they have a mix of sickly grey-brown leaves with off-white ones speckled in. With pulsating veins of blood running through the leaves. Keep in mind it's a tangle of branches, leaves, and barbed tendrils made to sink under fleshy skin and suck it dry (without a proper trunk, btw). Think a sickly, dying plant, but instead of being all shriveled, droopy, and wilty, it's huge and trembling with unholy vigor.

When you can see it. :]

Also, the Shadowrot Bloom is close to completion, and it's CR 24, not 25. You in the market for an apocalypse plant? :devil:
 



This thread fascinates me greatly. Is there any chance we might see the Shadowroot Bloom? I need it for my campaign. :)
Ask, and ye shall receive. Let the apocalypse begin! :devil:

Shadowrot Bloom CR 24

Advanced Shadow Vampire Lord Boneleaf/Lifedrinker10
Huge Undead (Augmented Aberration)
Hit Dice: 15d12 + 10d12 + 125 (287 hp)
Initiative: +11 (+7 Dex, +4 Improved Initiative)
Speed: 10ft, burrow 10' (soft earth and soil, optionally other types)
Armor Class: 38 (-2 size, +7 Dex, +23 Natural), Touch 15, Flat Footed 31
Base Attack/Grapple: +18/+47
Attack: Slam +36/+31/+26/+21 melee (2d8 + 13 + 1d4 plus Strength Drain), or Tendril +36/+31 (Improved Grab plus Constrict plus Blood Drain)
Full Attack: 2 Slams +36/+36/+31/+26/+21 melee (2d8 + 18 + 1d4 plus Strength Drain), or 2 Tendrils +36/+36/+31 melee (Improved Grab plus Constrict plus Blood Drain), or Slam +36/+31/+26/+21 melee (2d8 + 18 + 1d4 plus Strength Drain) and Tendril +36/+31 melee (Improved Grab plus Constrict plus Blood Drain)
Space/Reach: 15'/15' (20' w/ tendrils)
Special Attacks: Constrict (2d6 + 1d4 + 18), Improved Grab, Razor Leaves, Blood Drain, Dominate Person, Create Spawn, Strength Drain, Bleed Shadows, Telekinesis,
Special Qualities:Darkvision 60', Illusionary Lure, low-light vision, Pervasive Sentience, Plant-like traits, Darkness, DR 10/ silver and magic, Cold and Electricity Resistance 10, Turn Resistance +4, Fast Healing 8, Shadow Form, Shadow Jump, Vampire Lord Weaknesses, Alternate Form, Control Weather, Dark Grace, Telepathy, Lifewell, Greater Invigorate, Blood Potency, Shadowblood Resilience
Saves: Fort +21, Ref +26, Will +24
Abilities: Str 46, Dex 25, Con -, Int 12, Wis 20, Cha 20
Skills (Ranks; total modifier): Bluff (17; +28), Hide (28; +43), Move Silently (0; +15), Spot (28; +43), Listen (28; +43)
Feats: Alertness(B), Combat Reflexes(B), Dodge(B), Improved Initiative(B), Lightning Reflexes(B), Improved Natural Attack (Slam), Improved Grapple, Multigrab, Improved Multigrab, Large and In Charge, Rapidstrike (Tendrils), Improved Rapidstrike (Slams), Iron Will(B), Undead Leadership(B)

Greater Blood Drain (Ex): A Shadowrot Bloom can suck blood from a living victim with its tendrils by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d6 + 2 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.

Bleed Shadow (Su): A Shadowrot Bloom can draw 1d4 + 1 Shadows out of Mabar by voluntarily shedding a few drops of blood and focusing the negative energy contained within so it will open pinprick openings into the plane of Endless Night. These Shadows arrive in 2d6 rounds and serve the Shadowrot Bloom until dismissed. Further, a Shadowrot Bloom may extend it's senses through the Shadows, and communicate emphatically with them to a range of ten miles.

Dominate (Su): A Shadowrot Bloom can crush an opponent’s will just by looking onto his or her eyes using pseudo-blooms with eye-like organs within. This is similar to a gaze attack (with a range of 30 feet), except that the Shadowrot Weed must use a standard action, and those merely looking at it are not affected. Alternatively, a Shadowrot Bloom may use it's 'voice' through bizarre mouth-like organs or by manipulating it's leaf-like appendages. The Shadowrot Bloom need not have line of sight to the target, but the target must be able to hear the Shadowrot Bloom's 'voice' when it 'speaks' at normal volume level. This also requires a standard action. Anyone the Shadowrot Bloom targets must succeed on a Will save (DC 28) or fall instantly under the Weed’s influence as though by a Dominate Person spell (caster level 25th).

Create Spawn (Su): A humanoid or monstrous humanoid slain by a Shadowrot Bloom’s Strength Drain rises as a vampire 1d4 days after burial.

If the Shadowrot Weed instead drains the victim’s Constitution to 0 or lower, the victim returns as a vampire. The new vampire is under the command of the Shadowrot Bloom that created it and remains enslaved until its master’s destruction. A Shadowrot Bloom may have as many vampire slaves as it desires: it's necromatic potency allows it a far greater grip on it's minions than a Shadowrot Weed. A Shadowrot Bloom may voluntarily free an enslaved vampire, but once freed, a vampire cannot be enslaved again.

Strength Drain (Su): Once per round, a Shadowrot Bloom inflicts 2 points of Strength damage with it's Slam attack. Strength damage inflicted in this way grants the Shadowrot Bloom 5 temporary hp. Creatures reduced to 0 strength are slain, as per a Shadow's Strength Drain ability, except it instead rises as a vampire spawn 1d4 days after burial.

Darkness (Su): As the spell, 4/day (Cha mod).

Fast Healing (Ex): A Shadowrot Bloom heals 8 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes shadow form and attempts to escape. It must reach its bulb within 2 hours or be utterly destroyed. (It can travel up to four and-a half miles in 2 hours.) Any additional damage dealt to a Shadowrot Bloom forced into shadow form has no effect. Once at rest in its bulb, a Shadowrot Bloom is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.

Shadow Form (Su): As a standard action, a Shadowrot Bloom can assume shadow form at will, which grants it a +4 Competence bonus to Escape Artist, Hide, and Move Silently checks, as well as Concealment. The Concealment is suppressed while within the area of a Daylight spell.

Shadow Jump (Su): A Shadowrot Bloom may jump from shadow to shadow as if by means of a Dimension Door spell, but this transport must begin and end in some kind of shadow. A Shadowrot Weed may jump up to 100'/day, divided up as it desires.

Alternate Form (Ex): A Shadowrot Bloom can assume the appearance of any plant at will, and is able to drastically alter it's shape in order to do so, although it can't do much about it's bulk. This ability has no effect on it's combat statistics.

Control Weather (Su): A Shadowrot Bloom can use use either Control Weather or Fog Cloud (both at caster level 12th) at will as a Sorcerer.

Dark Grace (Ex): A Shadowrot Bloom gains bonus hit points equal to it's Cha modifier * it's hit dice, as well as a bonus on all saving throws equal to it's Cha modifier.

Telekinesis (Su):A Shadowrot Bloom can use telekinesis (caster level 12th) at will.

Telepathy (Su): A Shadowrot Bloom can communicate telepathically with any living creature within 100 feet with a language, and with any vampire under it's direct control to a range of 1 mile.

Vampire Lord Weaknesses (Ex): A Shadowrot Bloom has far fewer weaknesses than the typical Shadowrot Weed. It cannot be repelled by garlic, holy symbols (although they can still be turned), or mirrors, and it casts a reflection as living beings do. It can cross running water, and cannot be harmed in any way by immersion in running water.

A Shadowrot Bloom is not vulnerable to sunlight as Shadowrot Weeds are, and can even exist underneath broad daylight as normal plants do if it suits it's purposes. However, under sunlight or within the radius of a Daylight spell, a Shadowrot Bloom takes a -4 penalty to all ability scores and on all attacks, saves, and skill checks. Also, a Shadowrot Bloom cannot use any of it's supernatural powers underneath sunlight, although it retains such powers within the radius of a Daylight spell. Victims are not freed of the domination ability of a Shadowrot Bloom during daylight hours, and it can verbally command any creature in it's thrall even in direct daylight. A Shadowrot Bloom still receives a -2 penalty on all saving throws to avoid light effects (including Flash Pellets).

Lifewell (Ex): A Shadowrot Bloom stores life energy that it steals in a reservoir within itself called a lifewell. A Shadowrot Bloom draws on these reserves of power to further increase it's already terrifying abilities. A Shadowrot Bloom gains lifewell points by dealing Strength and Constitution drain: each 2 points of Strength drain grants 1 lifewell point, while each 1 point of Constitution drain grants 1 lifewell point. A Shadowrot Bloom can hold a maximum of 75 points: lifewell points gained when the lifewell is already full are wasted.

A Shadowrot Bloom with 25 lifewell points or less must succeed at a Will save (DC 20 + number of lifewell points below 15) or go completely mad with thirst for blood, attacking the nearest living creature available until it has at least 25 lifewell points. A successful save means it retains control and needs not make another saving throw against the thirst for a day - and even then only if the lifewell itself is not tapped further during that day. Each day at midday, a Shadowrot Bloom depletes 5 lifewell points to nourish itself, and 1 lifewell point for each Shadowrot Weed it has active. However, Shadowrot Weeds which sprout from the Shadowrot Bloom's bulb can "feed" the parent Shadowrot Bloom with up to half the Constitution points of blood it has drained from it's victims: this process takes 1 hour per lifewell point in blood a Shadowrot Weed transfers to the parent Shadowrot Bloom. A Shadowrot Weed need not be present in order to transfer blood: it sends nourishment directly to the Shadowrot Bloom through the network of nerves that connects the Weed to the Bloom.

Greater Invigorate (Ex): A Shadowrot Bloom may spend 1 lifewell point in order to gain 1d6 temporary hit points. These temporary hit points last for 24 hours, and while they do not stack with other sources of temporary hit points, they stack with subsequent activations of Greater Invigorate. In addition, a Shadowrot Bloom gains a +1 enhancement bonus to it's strength for each lifewell point spent activating Greater Invigorate. Multiple lifewell points spent at once results in a correspondingly larger bonus (eg. spending 5 lifewell points results in a +5 enhancement bonus to strength), but strength bonuses from subsequent lifewell points spent activating Greater Invigorate do not stack (eg. if an additional 5 lifewell points were spent after the previous example, the enhancement bonus to strength remains at +5).

A Shadowrot Bloom can spend a maximum of 25 points per day on Greater Invigorate.

Blood Potency (Ex): As a swift action, a Shadowrot Bloom may spend 4 lifewell points in order to temporarily ignore it's inability to use supernatural abilities in daylight for one use of any supernatural ability it chooses.

Empower Ability (Ex): As a swift action, a Shadowrot Bloom may spend 4 lifewell points in order to empower all the variable, numeric effects of a special attack by one-half for one use (eg. empowering Summon Shadows can potentially allow a Shadowrot Bloom to summon more Shadows than normal, while empowering Blood Drain allows a Shadowrot Bloom to suck even more blood than usual in a single feeding).

Heighten Ability (Ex): As a swift action, a Shadowrot Bloom may spend any even number of lifewell points to increase the DC of any special attack it possesses for one use. For every 2 lifewell points spent, the DC of the relevant ability being heightened increases by 1 (eg. heightening Dominate makes it more difficult to resist, while heightening Telekinesis makes it both more difficult to resist and a higher-level spell).

Maximize Ability (Ex): As a swift action, a Shadowrot Bloom may spend 6 lifewell points in order to maximize all variable, numeric effects of a special attack for one use (eg. maximizing Blood Drain automatically deals 8 points of Constitution drain to a pinned victim).

Quicken Ability (Ex): As a swift action, a Shadowrot Bloom may spend 8 lifewell points to quicken one of it's special abilities, just as if it were a spell with the Quicken Spell metamagic feat applied to it (eg. quickening Blood Drain allows a Shadowrot Bloom to drain twice from a single pinned victim inside a round).

Shadow Servant (Su): By spending 10 minutes and up to 18 lifewell points, a Shadowrot Bloom can emulate the effects of a Greater Planar Ally, except the called creature automatically serves for 24 hours, and the Shadowrot Bloom spends lifewell points equal to the HD of the called creature(s). A Shadowrot Bloom may attempt to negotiate for longer service, as per the Planar Ally spell description. Called creatures are always undead or natives to the plane of shadow.

Shadowblood Resilience (Ex): A Shadowrot Bloom may spend 8 lifewell points to grant a +5 profane bonus to it's AC, increase turn resistance by +5, gain immunity to cold and electricity, and improve it's damage reduction to 15/silver and holy. This ability lasts for 25 rounds.

Blood Revel (Ex): Once a Shadowrot Bloom drains any blood from a victim, it can choose to enter a state called a blood revel as a free action at the beginning of it's next turn and remain in that state for 25 rounds. In this state, the Shadowrot Bloom gains a +4 profane bonus to all ability scores, it's damage reduction increases to 20/epic and silver and holy, it's fast healing increases to 40 points a round, and it looses all vampiric vulnerabilities.

However, during the blood revel, the Shadowrot Bloom cannot flee from living foes, and must attack physically every round. After 25 rounds have passed or the Shadowrot Bloom chooses to end the Blood Revel, it must immediately retreat into it's bulb and stay there for as many weeks as the number of rounds the Shadowrot Bloom had engaged in the Blood Revel. During this time, a Shadowrot Bloom must rely on it's Shadowrot Weeds and vampiric thralls for protection. At the end of this torpor, a Shadowrot Bloom emerges with 0 lifewell points, and must gorge itself on blood in order to replenish itself; it only gains half the normal amount of lifewell points from draining blood, and none at all from draining strength, until it has a full lifewell pool.

Constrict (Ex): A Shadowrot Bloom may deal automatic constricting damage on a successful grapple check.

Improved Grab (Ex): To use this ability, a Shadowrot Bloom must hit with a tendril attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and may constrict. A Shadowrot Bloom may also opt to forgo the Constrict attack and instead attempt to establish a pin to burrow it's tendrils into the creature to use Blood Drain instead. A Shadowrot Bloom may maintain a hold on a creature using only a single part of it's 'body' without penalty, thanks to it's Improved Multigrab feat.

Razor Leaves (Ex): The off-white leaves of a Shadowrot Bloom are surprisingly tough and razor-sharp. These leaves are the source of the additional 1d4 points of damage on Constrict and Slam attacks, and it is considered slashing damage.

Illusory Lure (Su): A Shadowrot Bloom can generate detailed but short-lived illusions, designed to lure prey into it's reach. These usually take the form of something valuable lying among the trunks, or an injured individual crying for aid, but it may differ depending on the information it has gathered through minions and servants. This ability functions as the spell Major Image (CL25), except this illusions lasts only for 1d6 + 1 rounds and the Shadowrot Bloom must wait 1d4 rounds before using the ability again. Interaction with the illusions allows a DC 28 Will save (Cha based) to disbelieve.

Undead Traits: A Shadowrot Bloom has no Constitution score, Darkvision out to 60 feet, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). A Shadowrot Bloom have immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. A Shadowrot Bloom is not subject to critical hits, nonlethal damage, ability drain, or energy drain, is immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Negative energy (such as an inflict spell) can heal Shadowrot Blooms. A Shadowrot Bloom has immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). A Shadowrot Bloom are not at risk of death from massive damage, but when reduced to 0 hit points or less, a Shadowrot Bloom immediately assumes Shadow form. A Shadowrot Bloom do not breathe, eat, or sleep.

Pervasive Sentience (Ex): The Shadowrot Bloom functions as an individual creature, but it is the metaphorical heart of a much larger whole. A Shadowrot Bloom can have 1d6 + 6 (or even more) Shadowrot Weed buds, and all, including the Bloom, are considered individual creatures, although they are technically the same being. They operate as individuals since they can be anywhere from 100 yards to 4 miles apart from one another, but a network of underground nerves and roots connects them together, allowing them to share memories and experiences; anything known by one Weed or the Bloom itself is known by the rest almost instantaneously. A single bulb of fleshy roots, tendrils, and leaves binds them together, acting as the Shadowrot collective's coffin equivalent.

Although the Shadowrot Bloom is the metaphorical heart of the Shadowrots, it is not truly the source of infestation: the bulb is. To truly end the Shadowrot infestation, the bulb (a Large, vaguely egg-shaped thing that pulses and twitches) must be permanently destroyed. Since it lacks a mouth to fill with holy wafers and a head to behead, the usual method is to either to soak it completely in blessed oil and set it on fire (which permanently destroys it), or to spray it with holy water and impale it with three livewood stakes (which puts it and all attached Shadowrot Weeds into suspended animation as if you had staked a regular vampire). The bulb itself is immobile and relatively defenseless, so it the Shadowrots put great emphasis on it's defense. All bulbs that boast a Bloom also have the capability to store vampiric thralls within itself: Blooms and Weeds both contribute vampire (spawn) to the bulb, which then use the bulb as it's coffin equivalent and use their gaseous form ability to enter and exit.

A Shadowrot Bloom have a +12 racial bonus to Hide checks made in forested or overgrown areas. A Shadowrot Bloom have a +8 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Alertness grants the Shadowrot Bloom a +2 bonus on Listen and Spot checks.
 

Nice work on the Blooms. While my PCs still can't handle something of that level, I'm likely going to be able to work in the Weeds at some point over the next few sessions. When I do, I'll let you know how it goes.
 


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