Doldrums Bud Pile

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

Abilities

Tendril Entanglementoffensive

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 time they fail to Escape each round, however, the bud pile constricts, dealing (2d12+20) bludgeoning damage. Failure Several tendrils grab the target. The target becomes grabbed and must make a DC 33 fortitude save or fall Prone. If the target cannot breathe in water, they begin to suffocate. The DC to Escape increases to 36. Critical Failure As failure, except the DC to Escape increases to 38.

Description

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.