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Moss Monster

Covered with mossy growths and creeping vines, this towering creature glides effortlessly across the ground. A hood of damp moss and crusty bark conceals the monster's face.

Moss Monster CR 6

XP 2,400
NE Medium plant (extraplanar)
Init +6; Senses all-around vision, low-light vision, see invisibility; Perception +16

DEFENSE

AC 21, touch 12, flat-footed 19 (+2 Dex, +9 natural)
hp 67 (9d8+27); regeneration 5 (acid)
Fort +9, Ref +7, Will +5
Immune plant traits, poison; Resist electricity 10, fire 10

OFFENSE

Speed 30 ft., fly 60 ft. (perfect)
Melee 2 slam +10 (1d6+4)
Special Attacks envelop, poison cloud
Spell-Like Abilities (CL 8th; concentration +11)

Constantsee invisibility
At willscare (DC 15), scorching ray
3/dayblur, nondetection

STATISTICS

Str 18, Dex 15, Con 16, Int 13, Wis 14, Cha 17
Base Atk +6; CMB +10; CMD 22
Feats Alertness, Flyby Attack, Improved Initiative, Lightning Reflexes, Point-Blank Shot
Skills Fly +14, Knowledge (planes) +3, Perception +16, Sense Motive +10, Stealth +14
Languages Infernal, Sylvan; telepathy 100 ft.

SPECIAL ABILITIES

Envelop (Ex)

The moss monster can wrap a Medium or smaller creature in its vines as a standard action. The moss monster attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and deals 1d4 points of Wisdom damage if the target fails a DC 17 Fortitude save. Attacks that hit the moss monster while it has a target enveloped deal half their damage to the monster and half to the trapped victim.

Poison Cloud (Ex)

The moss monster can exude a cloud of poisonous gas in a 20-foot radius up to 3 times per day.  Creatures in the area must succeed at a DC 17 Fortitude save or be nauseated for 1d4 rounds and sickened for 1d4 hours afterward. This is a poison effect, and the save DC is Constitution-based.