Blood Lily
System: Pathfinder | SRD
Blood Lily
CR 10
XP 9600
Init +4
;
Senses low-light vision, tremorsense 60 ft.; Perception +8
Defense
AC 25, touch 13, flat-footed 21 (+4 Dex, +12 natural, –1 size)
hp 120 (16d8+48)
Fort +13,
Ref +9,
Will +3
Immune plant traits
Offense
Speed 30 ft., swim 30 ft.
Melee 2 slams +16 (2d6+4 plus poison and trip)
Ranged 4 petal spikes +16 (1d8/19–20 plus bleed)
Space 10 ft.,
;
Reach 10 ft. (20 ft. with slam)
Special Attacks bleed (1d8), petal spikes, poison, trip
CMB +17
CMD 31
Statistics
Str 18,,
Dex 19,,
Con 16,,
Int 2,,
Wis 7,,
Cha 9
Base Atk +12
Feats Ability Focus (poison) , Combat Reflexes , Improved Critical (petal spike) , Point-Blank Shot , Power Attack , Precise Shot , Weapon Focus (petal spike) , Weapon Focus (slam)
Skills Perception +8, Stealth +12 (+20 when among vegetation), Swim +12
SQ amphibious
Special Abilities
Camouflage (Ex) A blood lily can contract its distinctive scarlet spikes into a small bundle. By hiding the bundle within its vines, the blood lily can easily pass as an ordinary plant. This ability grants the blood lily a +8 racial bonus on Stealth checks when among vegetation.
Petal Spikes (Ex) A blood lily’s petals are razor sharp, and as a standard action, the plant can launch up to four petals as a ranged attack (with a separate attack roll for each petal). This attack has a range of 180 feet with no range increment; the range is halved underwater. All targets must be within 30 feet of each other. The blood lily can launch only 16 spikes in any 24-hour period.
Poison (Ex) Slam—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d4 Con damage and sickened; cure 2 consecutive saves. A blood lily’s poison causes the victim to bleed copiously from its pores. Each time the victim fails its save against the blood lily’s poison, it becomes sickened as blood coats its entire body and trickles into its mouth. The save DC is Constitution-based.