Doldrums Bud Pile

Level 11Hazard
HazardLargeRemaster
AC
23
HP
240 (BT 120)
Speed
0 ft.
Perception
+0
Fort
+24
Ref
+0
Will
+0
Stealth DC
23
Immunities critical-hits, precision, unconscious
Resistances cold 15
Weaknesses slashing 15
Recall Knowledge DC 28 (arcana)

Abilities

Tendril Entanglement

Trigger a creature moves into a square adjacent to the bud pile or into the square the bud pile occupies


Effect The doldrum bud pile whips out numerous tendrils, attempting to grab the creature. The target must attempt a DC 31 reflex save.


Critical Success The target dodges the tendril and is unaffected.

Success A couple of tendrils latches on to the target. The target becomes Grabbed. The target can Escape by attempting an Athletics or Acrobatics skill check of DC 31. The first ti

Disable DC 35 athletics (expert) to rip the reflexive tendrils off the bud or DC 35 thievery (expert) to trigger the tendrils beforehand and keep them occupied.

Doldrum heaps that have only started to grow have no intelligence, but are incredibly tenacious and can reflexively grab onto nearby prey. They obtain nutrients by drowning prey in the water they grow in.