Basidirond
System: Pathfinder | SRD
Basidirond
CR 5
N
Plant
Medium
Init +1
;
Senses low-light vision, tremorsense; Perception +0
Defense
AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
hp 52 (7d8+21)
Fort +8
Ref +3
Will +2
Immune cold, plant traits
Weaknesses cold lethargy
Offense
Speed 20 ft.
Melee slam +10 (1d8+7 plus spores)
Special Attacks hallucination cloud, spores
CMB +10
CMD 21 (25 vs. trip)
Statistics
Str 20,
Dex 13,
Con 16,
Int -,
Wis 11,
Cha 1
Base Atk +5
Special Abilities
Hallucination Cloud (Ex) As a standard action once per minute, a basidirond can release a cloud of invisible spores in a 20-foot radius. All creatures within the area must succeed on a DC 16 Fortitude save or be affected by powerful hallucinations as long as they remain in the cloud plus 1d4 rounds after leaving the area. A new save must be made each round a creature remains within the affected area. A hallucination cloud persists for 5 rounds before dispersing—a strong wind causes it to disperse immediately. The save DC is Constitution-based. To determine what hallucination is suffered each round, roll 1d6 and consult the following table.
Spores (Ex) Any creature struck by a basidirond's slam attack is coated with spores. The creature struck must make a DC 16 Fortitude save or these spores take root in his flesh, and particularly in his lungs. The save DC is Constitution based.
Cold Lethargy (Ex) Although a basidirond is immune to cold damage, any cold effect it is exposed to slows it for 1d4 rounds. During this time, the basidirond cannot use its hallucination cloud or spores.
This strange plant consists of four spidery stalks, long green tendrils, and an inverted bell-shaped cap filled with spores.