Monsters / Basidirond
Basidirond
CR 5 - 1,600 XP - N Medium Plant
Stat block
AC18 (touch 11, flat-footed 17)HP52 (7d8+21)SavesFort +8, Ref +3, Will +2Meleeslam +10 (1d8+7 plus spores)Speed20 ft.AbilitiesStr 20, Dex 13, Con 16, Int -, Wis 11, Cha 1BAB / CMB / CMD+5 / +10 / 21Senseslow-light vision, tremorsense; Perception +0Environmentany non-cold underground
immune coldimmune plant traitsvulnerable cold lethargy
Combat brain - every behavior cites its line (2 rules)
Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.
mindless (from intelligence)
Int - (no Intelligence score)
Int - (no Intelligence score)
bruiser (from abilities)
abilities: Str 20 over Dex 13 - plant and full-attack, soak the hits
abilities: Str 20 over Dex 13 - plant and full-attack, soak the hits
On-hit riders and breath
hallucination cloud
spores
From the entry
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.
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.
Although a basidirond is immune to cold da...