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Leaf Ray

This creature looks like a broad leaf with whiskers like a catfish and a dangerous stinger trailing behind it.

Leaf Ray CR 1

XP 400
N Small plant
Init +3; Senses low-light vision; Perception +5

DEFENSE

AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 15 (2d8+6)
Fort +6, Ref +3, Will +1
Immune plant traits

OFFENSE

Speed 5 ft., fly 40 ft. (average)
Melee stinger +3 (1d4+1 plus poison)
Special Attacks poison, seed

STATISTICS

Str 12, Dex 16, Con 17, Int 1, Wis 13, Cha 4
Base Atk +1; CMB +1; CMD 14 (can't be tripped)
Feats Flyby Attack
Skills Fly +9, Perception +5

SPECIAL ABILITIES

Poison (Ex)

Sting—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Seed (Ex)

Once per day, a leaf ray can implant a seed into a helpless target with its stinger. As a full-round action, the leaf ray stings its victim, depositing a seed into the victim's flesh. This process deals 1 hit point of damage to the victim, but the implanted creature isn't subject to the leaf ray's poison in this process. The seed germinates inside the victim, making it sickened while it harbors the leaf ray seed, and dealing 1d2 points of Constitution damage to the victim each day the seed grows within. This damage is negated with a successful DC 14 Fortitude save. The seed feeds off the victim's body and only grows into a new leaf ray tree when the victim dies from Constitution damage. Removing an implanted seed requires a successful DC 20 Heal check (a full-round action); each attempt deals 1 hit point of damage. Although immunity to disease offers no special protection against a leaf ray seed's implantation, remove disease, heal, or similar effects automatically destroy any implanted seeds.