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Psychepore

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A mass of shell-like fungus grows so thick it obscures the mass of plant matter beneath.

Psychepore CR 7

XP 3,200
N Medium plant
Init +3; Senses all-around vision, darkvision 60 ft., low-light vision; Perception +12

DEFENSE

AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
hp 85 (10d8+40)
Fort +10, Ref +6, Will +6
Defensive Abilities psychotic musk; DR 5/slashing;
Immune plant traits; Resist fire 10

OFFENSE

Speed 20 ft.
Melee 3 slams +13 (1d8+5 plus poison)
Ranged 3 razor conks +10 (1d8+5 plus poison)
Special Attacks poison, razor conk, visions

STATISTICS

Str 20, Dex 17, Con 16, Int 7, Wis 12, Cha 9
Base Atk +7; CMB +12; CMD 25
Feats Iron Will, Skill Focus (Stealth), Skill Focus (Perception), Toughness, Weapon Focus (slam)
Skills Perception +12, Stealth +14
Languages Common (can't speak)

SPECIAL ABILITIES

Poison (Ex)

Slam or razor conk—injury, or spores— inhaled; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Wisdom plus visions; cure 2 consecutive saves. The save DC is Constitution-based.

Psychotic Musk (Ex)

A creature that deals damage to a psychepore with a slashing or piercing melee weapon releases a cloud of spores, exposing the attacker to the psychepore's poison.

Razor Conk (Ex)

A psychepore can launch three fragments of its razor-sharp fungal covering as a standard action. Treat these as ranged attacks with a range increment of 30 feet.

Visions (Ex)

A creature affected by the psychepore's poison has its mind clouded with visions of alien intent. Any round the target fails its saving throw against the psychepore's poison, it must succeed at a second DC 18 Will save or become confused for 1 round. This is a mind-affecting poison effect.

The save DC is Constitution-based.