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Calathgar

The acrid scent of vinegar wafts from this shield-sized blossom. Amid shocking blue petals slowly twitches a cluster of sharp stamens arranged like a ring of teeth within a leafy muzzle.

Calathgar CR 4

XP 1,200
N Small plant
Init +8; Senses darkvision 30 ft., low-light vision, scent; Perception +2

DEFENSE

AC 16, touch 15, flat-footed 12 (+4 Dex, +1 natural, +1 size)
hp 39 (6d8+12)
Fort +6, Ref +6, Will +4
Defensive Abilities cold healing; Immune cold, plant traits
Weaknesses
fire vulnerability

OFFENSE

Speed 20 ft., climb 20 ft.
Melee flower +7 (1d6+2 plus 1d6 cold), 2 tendrils +7 (1d4+2)
Space 5 ft.; Reach 5 ft. (10 ft. with tendrils)
Special Attacks seed spray (15-ft. cone, 4d6 cold damage, Reflex DC 14 for half, usable every 1d4 rounds)

STATISTICS

Str 14, Dex 19, Con 14, Int 6, Wis 15, Cha 12
Base Atk +4; CMB +5; CMD 19 (21 vs. trip)
Feats Blind-Fight, Combat Reflexes, Improved Initiative
Skills Stealth +17
Languages Sylvan (cannot speak)
SQ mold mulch

SPECIAL ABILITIES

Cold Healing (Ex)

Calathgars are healed by cold. Anytime a calathgar is subjected to cold damage, it regains 1 hit point (regardless of the amount of cold damage dealt). When in areas of severe cold (such as arctic regions or near brown mold), a calathgar gains fast healing 1.

Mold Mulch (Ex)

Upon being reduced to 0 hit points, a calathgar withers and swiftly decays, transforming into a 5-foot patch of brown mold. If a calathgar is killed by fire, the mold immediately grows into a 10-foot patch. If it is killed in a space already occupied by brown mold, that mold patch doubles in size just as though fire had been brought near. The area within 30 feet of brown mold is cold enough to activate a calathgar’s cold healing and the persistent effect of its seed spray. Brown mold deals 3d6 points of non-lethal cold damage to all creatures within 5 feet of it.

Seed Spray (Ex)

Once every 1d4 rounds, up to 3 times per day, a calathgar can expel a blast of thorny, frozen seeds in a 15-foot cone. All creatures in this area take 4d6 points of cold damage (Reflex DC 15 for half ). In frigid climes—areas where the temperature is 40 degrees or colder—these seeds cling to those they strike, dealing an additional 1d6 points of cold damage on the following round. The save DC is Constitution-based.