Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
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Soultrapper<br />
Diminutive Plant<br />
Hit Dice: 2d8 (9 hp)<br />
Initiative: -5<br />
Speed: 0 ft.<br />
Armor Class: 9 (+4 size, -5 Dex), touch 9,<br />
flat-footed 9<br />
Base Attack/Grapple: +1/—<br />
Attack: —<br />
Full Attack: —<br />
Space/Reach: 1 ft./0 ft.<br />
Special Attacks: Attraction, spell-like<br />
abilities, soul steal<br />
Special Qualities: Blindsight 50 ft., plant<br />
traits<br />
Soultrappers are rare flowers that steal <strong>the</strong><br />
souls <strong>of</strong> unwary beings, transforming <strong>the</strong>m into<br />
seed-bearers in order to reproduce.<br />
Bearing a faint resemblance to sunflowers,<br />
with black centers and large orange petals, a<br />
soultrapper blossom blooms at <strong>the</strong> center <strong>of</strong> a spread<br />
<strong>of</strong> finger-thin vines. <strong>The</strong> vines rise from <strong>the</strong> ground,<br />
clinging to any surfaces present and anchoring <strong>the</strong><br />
blossom to a rock or tree trunk. Soultrappers prefer<br />
humid and moist areas, but are able to adapt to<br />
virtually any environment by using <strong>the</strong>ir magical<br />
abilities to alter <strong>the</strong>ir surroundings.<br />
Soultrappers power <strong>the</strong>ir magic with <strong>the</strong>ir<br />
petals, each one holding <strong>the</strong> captured soul <strong>of</strong> a being<br />
who touched <strong>the</strong> soultrapper. Not normally violent,<br />
soultrappers allow most animals and uninterested<br />
creatures to pass by without confrontation. Only<br />
if a soultrapper is running low on petals, or if it<br />
perceives a creature to be a potentially useful seedbearer<br />
(based on <strong>the</strong> creature’s apparent strength and<br />
endurance) does it try to lure in prey.<br />
Despite <strong>the</strong>ir dangerous nature, soultrappers<br />
are occasionally found at <strong>the</strong> center <strong>of</strong> farming<br />
communities, due to <strong>the</strong>ir beneficial effect on <strong>the</strong><br />
environment. This risky tactic occasionally leads<br />
to worship <strong>of</strong> <strong>the</strong> flower, where individuals are<br />
<strong>of</strong>fered as sacrifices to <strong>the</strong> plant. Some druids<br />
revile soultrappers, but o<strong>the</strong>rs believe soultrappers<br />
epitomize <strong>the</strong> cycle <strong>of</strong> life. <strong>The</strong>se druids, when <strong>the</strong>y<br />
find <strong>the</strong>mselves too old or ill to carry on, <strong>of</strong>ten give<br />
<strong>the</strong>mselves to soultrappers, <strong>of</strong>fering <strong>the</strong>ir bodies and<br />
souls to nature.<br />
Combat<br />
Soultrappers target violent creatures with<br />
<strong>the</strong>ir attraction ability first, and immediately shift to<br />
using <strong>the</strong>ir spell-like abilities if <strong>the</strong> attraction fails.<br />
A typical soultrapper strategy against attractionresistant<br />
creatures is to keep <strong>the</strong>m from approaching<br />
57<br />
Saves: Fort +3, Ref —, Will +2<br />
Abilities: Str —, Dex —, Con 10, Int 1, Wis<br />
14, Cha 16<br />
Skills: Survival +7<br />
Feats: Ability Focus (attraction)<br />
Environment: Temperate and warm land<br />
Organization: Solitary<br />
Challenge Rating: 3<br />
Treasure: None<br />
Alignment: Always neutral<br />
Advancement: 3-4 HD (Diminutive); 5-6<br />
HD (Tiny)<br />
Level Adjustment: —<br />
with abilities such as entangle and s<strong>of</strong>ten earth<br />
and stone, <strong>the</strong>n use insect plague to create a living<br />
barrier. A soultrapper that feels threatened, but that is<br />
not in immediate danger, will use control wea<strong>the</strong>r to<br />
summon a storm, to enhance call lightning later on.<br />
Some soultrappers grow behind tree branches<br />
or between rocks, giving <strong>the</strong>m concealment or a<br />
cover bonus to AC. At <strong>the</strong> start <strong>of</strong> any encounter, a<br />
given soultrapper is likely to have 1d4+1 petals.<br />
Attraction (Su): A soultrapper can attract<br />
intelligent creatures within 30 feet as if using a<br />
sympathy spell (Will DC 16 negates). A soultrapper<br />
is limited to attracting one type <strong>of</strong> creature at a time<br />
(as with sympathy), but can change <strong>the</strong> type <strong>of</strong><br />
creature as a move action. A soultrapper can turn its<br />
attraction ability on or <strong>of</strong>f as a free action. <strong>The</strong> save<br />
DC is Charisma-based.<br />
Soul Steal (Su): A soultrapper may steal <strong>the</strong><br />
soul <strong>of</strong> any living creature with Intelligence and<br />
Charisma scores <strong>of</strong> 3 or higher, five times per day.<br />
<strong>The</strong> soultrapper’s flowering blossom functions as if<br />
it were <strong>the</strong> trigger object for a trap <strong>the</strong> soul spell, and<br />
any creature touching it may have its soul drawn into<br />
<strong>the</strong> flower (Will DC 14 negates). <strong>The</strong> flower grows<br />
ano<strong>the</strong>r petal as a free action, and <strong>the</strong> victim’s soul<br />
is placed in <strong>the</strong> new petal. <strong>The</strong> save DC is Charismabased.<br />
A soul trapped in a petal allows <strong>the</strong> soultrapper<br />
to fuel its spell-like abilities. Each such petal can be<br />
used 5 times. <strong>The</strong> soultrapper always uses up <strong>the</strong><br />
oldest petals before moving on to newer ones.<br />
When a petal has been used up, it wilts and falls<br />
<strong>of</strong>f, crumbling into dust. <strong>The</strong> soul that was trapped<br />
inside is permanently dead, and cannot be restored<br />
by anything less than true resurrection. If a petal is<br />
removed from <strong>the</strong> soultrapper or if <strong>the</strong> soultrapper<br />
dies, <strong>the</strong> petal will crumble into dust in <strong>the</strong> same<br />
manner after 1d4 weeks.<br />
<strong>The</strong> victim’s Intelligence and Charisma scores<br />
3