Frost Firs in Alchemy
System: Pathfinder | SRD
Frost Firs in Alchemy
CR 1
XP 400
Init +0
;
Senses low-light vision; Perception +5
Defense
AC 13, touch 10, flat-footed 13 (+3 natural)
hp 15 (2d8+6)
Fort +6,
Ref +0,
Will +1
DR 2/slashing
Immune cold, plant traits
Weaknesses vulnerable to fire
Offense
Speed 30 ft.
Melee slam +3 (1d6+3 plus sticky resin)
Special Attacks sticky resin
CMB +3 (+5 disarm, grapple and steal)
CMD 13
Statistics
Str 15,,
Dex 10,,
Con 16,,
Int 11,,
Wis 12,,
Cha 9
Base Atk +1
Feats Power Attack , Skill Focus (Intimidate) B
Skills Intimidate +4, Perception +5, Stealth +6 (+12 in forests)
Languages Sylvan, Treant
SQ freeze
Special Abilities
Sticky Resin (Ex) A frost fir’s bark constantly exudes a sticky resin that aids its combat maneuvers and natural attacks. The resin grants a frost fir a +2 circumstance bonus on all disarm, grapple, and steal combat maneuvers, as well as on saving throws against effects that cause it to drop something it is holding. Any creature that is damaged by a frost fir’s slam attack, deals damage to a frost fir with a natural weapon or unarmed attack, or otherwise touches a frost fir (including with a grapple maneuver), must succeed at a DC 13 Reflex save or be coated with the frost fir’s sticky resin. A creature affected by this resin takes a –2 penalty on all attack rolls and concentration checks (penalties from multiple contacts do not stack). Any enemy grappled by a frost fir takes a –2 penalty on attempts to break the grapple and to escape using the Escape Artist skill. Strong alcohol, universal solvent, or any amount of fire damage dealt to a creature coated in resin removes the resin. The save DC is Constitution-based.