Tri Flower Frond

TRI-FLOWER FROND

Medium Plant
Hit Dice: 3d8+3 (16 hp)
Initiative: +0
Speed: 0 ft.
Armor Class: 12 (+2 natural), touch 10, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Tendril +2 melee (1d4+1 plus pollen)
Full Attack: 5 tendrils +2 melee (1d4+1 plus pollen)
Space/Reach: 5 ft./5 ft.
Special Attacks: Enzyme, tubules
Special Qualities: Plant, tremorsense 5 ft.
Saves: Fort +4, Ref +1, Will +2
Abilities: Str 13, Dex 11, Con 12, Int –, Wis 12, Cha 2
Skills: –
Feats: –
Environment: Temperate and warm forests
Organization: Solitary, pair, or stand (3-10)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-7 HD (Medium), 8-12 HD (Large)
Level Adjustment: –

The deep green stalks of this plant are topped by trumpet-shaped flowers of vivid orange, bright yellows, and intense red; other color combinations are possible, but rare.
Combat
Each flower has its own function. The orange one shoots 5 pollen-covered tendrils, each 5 feet long; any creature struck must make a successful Fortitude save or fall into a coma for 1d3 hours. The plant's sensitive rootlets tell the yellow blossom where to find the slumbering victim; the yellow bloom bends over and shakes down a shower of sticky enzyme that causes 2d4 points of damage per round until washed off (damage is reduced by 1 point per flask of water; complete immersion in water removes the sap in one round). The red blossom extends tendrils into the helpless victim, draining body fluids at a rate of 1d6 points of damage per round.
Pollen (Ex): Creatures struck by the orange flower’s tendrils must succeed at a DC 12 Fort save or fall into a comatose slumber. Sleeping creatures must make another DC 12 Fortitude after one minute or sleep for 1d3 hours. The save DC is Constitution-based.
Enzyme (Ex): After a victim falls unconscious, the plant’s tremorsense ability allows the yellow bloom to bend over and shake down a shower of sticky enzyme that causes 2d4 points of damage per round until washed off (damage is reduced by 1 point per flask of water; complete immersion in water removes the sap in one round).
Tubules (Ex): As the yellow bloom’s enzyme begins digesting the victim, the red blossom extends tendrils into the helpless victim, draining body fluids at a rate of 1d6 points of damage per round, then sucking up the residual matter after the enzyme has dissolved the victim’s body.

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