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Pod-Spawned Guard Captain

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This immense plant has jaws inside its central flower and vines that thresh the air. Its ovular seedpods throb like beating hearts.

Creating a Pod-Spawned Creature

"Pod-spawned" is an acquired template that can be added to any living Creature (referred to hereafter as the base creature).

CR: For creatures with no class levels or only NPC class levels, this is the same as that of the base Creature. For creatures with PC class levels, this is the same as that of the base Creature –1. Creatures with a significant number of Spells, Spell-Like Abilities, or Supernatural Abilities have their CR further reduced by 1.

Type: Type changes to plant. Do not recalculate BAB, Hit Points, saves, or skill ranks.

Alignment: Alignment changes to Lawful evil.

Senses: A pod-spawned Creature gains Low-Light Vision.

Defensive Abilities: A pod-spawned Creature gains Plant Traits.

Special Abilities: The pod-spawned Creature gains the mimic ability.

Mimic (Ex) A pod-spawned Creature retains all the Knowledge of its original. It can impersonate the original perfectly except for its lack of emotion. This emotionlessness can be detected with a successful DC 20 Sense Motive check. A Creature familiar with the original gains a +5 circumstance bonus on this check. If the pod-spawned Creature feigns sincere emotion, the Sense Motive check is opposed by its Bluff check instead. Pod-spawned creatures resemble the original down to hair and blood. Noticing small physical imperfections requires a successful Perception check with a DC determined by the spawning bodythief's Disguise check, made when the pod hatches.

Ability Scores: Cha –4.

Feats: All feats are retained, even if the pod-spawned Creature no longer qualifies for their Prerequisites.

Special Abilities: The Creature loses any Spellcasting ability and all spell-like and Supernatural Abilities.

Attributes

AC
20, Touch 11, Flat-footed 19 (+7 Armor, +1 Dex, +2 Shield)
Alignment
Le
Base Atk
+9
CMB
+13
CMD
24
CR
CR 8
Cha
4
Con
14
Creature Type
Plant (Augmented Humanoid)
Defensive Abilities
Bravery +2
Dex
13
Environment
Any
Feats
Alertness, Cleave, Great Cleave, Greater Weapon Focus (Longsword), Improved Critical (Longsword), Improved Initiative, Power Attack, Toughness, Vital Strike, Weapon Focus (Longsword), Weapon Specialization (Longsword)
Fort
+8
HP
90 (9d10+36)
Immune
Plant Traits
Init
Human Fighter 9 Le Medium Plant (Augmented Humanoid) +5
Int
10
Languages
Common
Melee
+2 Longsword +19/+14 (1d8+10/1720)
Monster Class
Human fighter 9
Organization
Any
Racial Modifiers
+5 Disguise
Ranged
Mwk Light Crossbow +12 (1d8+1/1920/2)
Reach
20 Ft. (40 Ft. With Tentacles)
Ref
+4
Resist
Cold 20
SQ
Armor Training 2, Mimic
Senses
Low-light Vision; Perception +3
Size
Medium
Skills
Climb +13, Perception +3, Ride +10, Sense Motive +3, Swim +13
Space
20 Ft.
Special Attacks
Weapon Training (Heavy Blades +2, Crossbows +1)
Speed
30 Ft.
Str
19
Treasure
Npc Gear ( +1 Breastplate , Heavy Steel Shield, +2 Longsword , Mwk Light Crossbow With 20 Bolts, Other Treasure)
Will
+4 (+2 Vs. Fear)
Wis
12
XP
4,800
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