Mosslord
System: Pathfinder | SRD
Mosslord
CR 18
XP 153600
Init +13
;
Senses darkvision 60 ft., greensight, low-light vision, see invisibility ; Perception +35
Defense
AC 33, touch 19, flat-footed 23 (+9 Dex, +1 dodge, +14 natural, –1 size)
hp 312 (25d8+200); regeneration 10 (cold)
Fort +22,
Ref +17,
Will +17
DR 15/magic and slashing
Immune fire, plant traits
Resist electricity 30
Offense
Speed 30 ft.
Melee 4 claws +28 (2d8+11/19–20 plus curse)
Space 10 ft.,
;
Reach 10 ft.
Special Attacks deadwood curse, sheets of moss, yellow mold blast
Spell-Like Abilities (CL 18th; concentration +24)
CMB +30 (+34 sunder)
CMD 50 (52 vs. sunder)
Statistics
Str 32,,
Dex 28,,
Con 26,,
Int 27,,
Wis 25,,
Cha 23
Base Atk +18
Feats Combat Casting , Combat Reflexes , Critical Focus , Dodge , Greater Sunder , Improved Critical (claw) , Improved Initiative , Improved Sunder , Iron Will , Mobility , Power Attack , Quicken Spell-Like Ability ( fungal infestation ), Staggering Critical
Skills Climb +36, Intimidate +31, Knowledge (arcana, geography, nature) +33, Perception +35, Sense Motive +32, Spellcraft +33, Stealth +33, Survival +32
Languages Aklo, Common, Sylvan; speak with plants ; telepathy 100 ft.
Special Abilities
Deadwood Curse (Su) When a mosslord confirms a critical hit with one of its claws, the victim must succeed at a DC 30 Fortitude save or a horrid curse transforms one of its limbs into an immobile wooden branch. Roll 1d4 to determine which limb is affected (1—right arm, 2—left arm, 3—right leg, 4—left leg; adjust the die as necessary for creatures with fewer or more limbs). The cursed limb hardens and becomes entirely immobile until the curse is lifted. If an arm is affected, the victim’s Strength is reduced by 2 and it cannot wield weapons in that hand or use the hand in any way. If a victim’s leg is affected, the victim’s Dexterity is reduced by 2 and its base speed is reduced by 15 feet. Each time a creature is affected by this curse, a new limb is affected, and the effects stack. If a cursed limb is amputated and regrown via magic, the new limb regrows as deadwood as long as the curse persists. This is a curse effect. The save DC is Constitution-based.
Perennial (Su) When a mosslord dies, its body decomposes normally but regrows in 60 days. A dead mosslord cannot regrow during winter months or when there is frost or snow on the ground where it was slain; in such a condition, its regrowth is delayed until the thaw. If the region where the mosslord was slain is affected by a lasting winter (either via magic or as a result of natural conditions), its regrowth can be delayed indefinitely. Even completely destroying a mosslord’s body won’t stop its eventual regrowth. A blight or diminish plants spell applied to a mosslord’s remains can ensure its permanent death if the caster succeeds at a DC 30 caster level check. A mosslord slain on any plane other than the Material Plane remains dead permanently. Obscure rituals can also aid in the permanent death of a mosslord, at the GM’s discretion.
Sheets of Moss (Su) Once every 1d4 rounds as a move action, a mosslord can cover a 20-foot-square area in a thick blanket of toxic moss at a range of up to 90 feet. Living creatures in the area are automatically entangled and sickened and must succeed at a DC 30 Fortitude save or take 1d4 points of Constitution damage per round until the moss dissipates or is destroyed. The moss has 25 hit points per 5-foot square, but can only be damaged by cold or effects that specifically target plants (such as blight ) or deal additional damage to plants (such as horrid wilting ). Otherwise, the sheets of moss wither away automatically after 1d4+4 rounds. The sickened effect and Constitution damage are poison effects. The save DC is Constitution-based.
Yellow Mold Blast (Su) As a standard action, a mosslord can swiftly extrude a puffball and hurl it up to 60 feet. Upon impact, the puffball bursts into an unusually thick and potent cloud of yellow mold spores. This cloud of spores fills a 10-foot-radius area, obscuring vision as if it were a fog cloud and affecting all creatures within the area with yellow mold ( Pathfinder RPG Core Rulebook 416), except the Fortitude save to resist the mold’s poisonous effects is DC 30. A creature that takes Constitution damage from these thick spores is also nauseated for 1 round. The cloud of spores persists for 1d4 rounds, after which it automatically dissipates. Creatures with greensight can see through these clouds of spores with ease. The save DC is Constitution-based.