Shadow Fern
System: Pathfinder | SRD
Shadow Fern
CR 4
XP 1200
Init +1
;
Senses low-light vision, see in darkness; Perception +2
Defense
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 39 (6d9+12); fast healing 2
Fort +7,
Ref +3,
Will +4
Immune cold, plant traits
Resist acid 5, electricity 5, fire 5
Weaknesses vulnerable to light
Offense
Speed 10 ft.
Melee 2 slams +8 (1d6+4)
CMB +8
CMD 19 (can't be tripped)
Statistics
Str 18,,
Dex 13,,
Con 14,,
Int —,,
Wis 15,,
Cha 2
Base Atk +4
Special Abilities
Poison (Ex) Spore cloud—inhaled; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 2 consecutive saves.
Spore Cloud (Ex) Once per day as a standard action, a shadow fern can expel a cloud of poisonous spores in a 10-foot-radius burst that lingers for 1 minute before dispersing. A moderate wind (11+ mph), such as from a gust of wind spell, disperses the cloud in 4 rounds. A strong wind (21+ mph) disperses the cloud in 1 round. A new shadow fern grows out of the corpse of any creature that dies as a result of Constitution damage from this poison after 1 week.
Vulnerable to Light (Ex) Shadow ferns use darkness for essential life functions in the same way normal plants use sunlight for photosynthesis. Their fast healing is suppressed in areas of normal light and bright light, and they are staggered in areas of bright light.