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I'm a Plant. (I thought they called guys like you fruits?)
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<blockquote data-quote="BOZ" data-source="post: 74657" data-attributes="member: 1241"><p><strong>GIANT SUNDEW</strong></p><p></p><p>SUNDEW, GIANT</p><p>Medium-Size Plant</p><p>Hit Dice: 8d8+8 (44 hp)</p><p>Initiative: +3 (Dex)</p><p>Speed: 1 ft</p><p>AC: 16 (+3 Dex, +3 natural)</p><p>Attacks: 6 slams +8 melee</p><p>Damage: Slam 1d3+2 and sap</p><p>Face/Reach: 5 ft by 5 ft/5 ft</p><p>Special Attacks: Improved grab, sap</p><p>Special Qualities: Plant, tremorsense, half damage from missiles, fire resistance 20</p><p>Saves: Fort +7, Ref +5, Will +2</p><p>Abilities: Str 14, Dex 16, Con 12, Int 3, Wis 10, Cha 9</p><p></p><p>Climate/Terrain: Temperate and warm land</p><p>Organization: Solitary or colony (1-4)</p><p>Challenge Rating: 6</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 9-16 HD (Medium-Size); 17-24 HD (Large)</p><p></p><p>The giant sundew is a larger, semi-intelligent version of the normal sundew plant. This carnivorous plant appears to be a mound of grayish-green ropes or rags covered in tar, about 3 to 4 feet high. This plant is semi-mobile, preferring to grow in cool, shaded places, but is capable of movement by using its sticky tendrils. The air around a giant sundew smells sickly sweet, and tends to attract a lot of flies and other vermin. </p><p></p><p>COMBAT</p><p>The giant sundew automatically lashes out with its tendrils at anything moving within 5 feet of it. It has hundreds of tendrils, but can attack each opponent with a maximum of six. These sticky tendrils restrain opponents and slowly dissolve them, making them food for the plant. The sundew's sticky exterior provides it with protection from both missile weapons and fire.</p><p> Improved Grab (Ex): To use this ability, the giant sundew must hit with at least one of its slam attacks. If it gets a hold, it's sap sticks to the victim. Every three tentacles that hit a victim cause a cumulative -1 penalty to that victim's attack rolls, as the victim is covered in sticky sap. A successful Strength check each round can break one of the attached tendrils.</p><p> Sap (Ex): Sundew tendrils exude sticky globs of thick sap. This sap contains a mild acidic enzyme that begins to slowly dissolve and break down the tissue of the victim's body. This sap causes 1 point of damage per round for every tendril that touches victim, whether it gets a hold or not.</p><p> If the sundew scores a critical hit with one of its slams, it has struck the victim's mouth and nose and clogged them with sap. Such a victim will suffocate in 2-4 rounds without removing the sap. The only known non-magical way to remove the sap is to dissolve it with vinegar or alchohol.</p><p> Half Damage From Missiles (Ex): Any missile weapon attack against a sussurus, including hits from enchanted weapons, deals only half damage.</p><p> Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.</p><p></p><p>The giant sundew first appeared in the Monster Manual II (1983), then in the Monstrous Compendium MC2 (1989), and in the Monstrous Manual (1993).</p></blockquote><p></p>
[QUOTE="BOZ, post: 74657, member: 1241"] [b]GIANT SUNDEW[/b] SUNDEW, GIANT Medium-Size Plant Hit Dice: 8d8+8 (44 hp) Initiative: +3 (Dex) Speed: 1 ft AC: 16 (+3 Dex, +3 natural) Attacks: 6 slams +8 melee Damage: Slam 1d3+2 and sap Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Improved grab, sap Special Qualities: Plant, tremorsense, half damage from missiles, fire resistance 20 Saves: Fort +7, Ref +5, Will +2 Abilities: Str 14, Dex 16, Con 12, Int 3, Wis 10, Cha 9 Climate/Terrain: Temperate and warm land Organization: Solitary or colony (1-4) Challenge Rating: 6 Treasure: None Alignment: Always neutral Advancement: 9-16 HD (Medium-Size); 17-24 HD (Large) The giant sundew is a larger, semi-intelligent version of the normal sundew plant. This carnivorous plant appears to be a mound of grayish-green ropes or rags covered in tar, about 3 to 4 feet high. This plant is semi-mobile, preferring to grow in cool, shaded places, but is capable of movement by using its sticky tendrils. The air around a giant sundew smells sickly sweet, and tends to attract a lot of flies and other vermin. COMBAT The giant sundew automatically lashes out with its tendrils at anything moving within 5 feet of it. It has hundreds of tendrils, but can attack each opponent with a maximum of six. These sticky tendrils restrain opponents and slowly dissolve them, making them food for the plant. The sundew's sticky exterior provides it with protection from both missile weapons and fire. Improved Grab (Ex): To use this ability, the giant sundew must hit with at least one of its slam attacks. If it gets a hold, it's sap sticks to the victim. Every three tentacles that hit a victim cause a cumulative -1 penalty to that victim's attack rolls, as the victim is covered in sticky sap. A successful Strength check each round can break one of the attached tendrils. Sap (Ex): Sundew tendrils exude sticky globs of thick sap. This sap contains a mild acidic enzyme that begins to slowly dissolve and break down the tissue of the victim's body. This sap causes 1 point of damage per round for every tendril that touches victim, whether it gets a hold or not. If the sundew scores a critical hit with one of its slams, it has struck the victim's mouth and nose and clogged them with sap. Such a victim will suffocate in 2-4 rounds without removing the sap. The only known non-magical way to remove the sap is to dissolve it with vinegar or alchohol. Half Damage From Missiles (Ex): Any missile weapon attack against a sussurus, including hits from enchanted weapons, deals only half damage. Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits. The giant sundew first appeared in the Monster Manual II (1983), then in the Monstrous Compendium MC2 (1989), and in the Monstrous Manual (1993). [/QUOTE]
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