28.03.2013 Views

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 ...

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

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

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!