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<blockquote data-quote="Quickleaf" data-source="post: 6437263" data-attributes="member: 20323"><p><span style="color: DarkOrange"><span style="font-size: 15px">Coelenite</span></span></p><p><em>Medium plant, unaligned</em></p><p>AC 14 (natural armor)</p><p>HP 32 (5d8+10)</p><p>Speed 15 ft, swim 35 ft</p><p>Str 14 (+2) Dex 8 (-1) Con 14 (+2) Int 6 (-2) Wis 10 (+0) Cha 2 (-4)</p><p>Condition Immunities charmed</p><p>Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons</p><p>Senses passive perception 10, blindsight 50 feet (blind)</p><p>Languages telepathy with the coelenite colony</p><p>Challenge 1/2 (XP 100)</p><p></p><p>TRAITS</p><p>Single-Celled Organism. Coelenite doesn't make saving throws as normal. Instrad, if a spell or effect targets an individual creature, the coelenite automatically succeeds its saving throw. Whereas it automatically fails saves against area effect spells. Spells which target multiple creatures (e.g. burning hands) are resolved as normal.</p><p>Water Dependency. For every 5 rounds the coelenite is out of the water it takes (3) 1d6 damage as it dries out.</p><p></p><p>ACTIONS</p><p>Rasping Arm. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 9 (2d6+2) slashing damage.</p><p></p><p>Coelenite are a form of living coral, a single-celled organism with a hive mind driven to consume and to protect its reef home.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6437263, member: 20323"] [color=DarkOrange][size=4]Coelenite[/size][/color] [i]Medium plant, unaligned[/i] AC 14 (natural armor) HP 32 (5d8+10) Speed 15 ft, swim 35 ft Str 14 (+2) Dex 8 (-1) Con 14 (+2) Int 6 (-2) Wis 10 (+0) Cha 2 (-4) Condition Immunities charmed Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Senses passive perception 10, blindsight 50 feet (blind) Languages telepathy with the coelenite colony Challenge 1/2 (XP 100) TRAITS Single-Celled Organism. Coelenite doesn't make saving throws as normal. Instrad, if a spell or effect targets an individual creature, the coelenite automatically succeeds its saving throw. Whereas it automatically fails saves against area effect spells. Spells which target multiple creatures (e.g. burning hands) are resolved as normal. Water Dependency. For every 5 rounds the coelenite is out of the water it takes (3) 1d6 damage as it dries out. ACTIONS Rasping Arm. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 9 (2d6+2) slashing damage. Coelenite are a form of living coral, a single-celled organism with a hive mind driven to consume and to protect its reef home. [/QUOTE]
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