🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

CalathgarCreature 4


NSmallColdPlant
Source Pathfinder Bestiary 2
Perception +10 (darkvision, scent 30 feet)
Languages Sylvan, Can't Speak
Skills Stealth +13, Survival +10
Str +2, Dex +5, Con +2, Int -2, Wis +2, Cha +2

AC 21; Fort +10; Reflex +13; Will +10;
HP 75
Speed 20 feet (climb 20 feet)
Immunities cold
Weaknesses Fire 5, Slashing 5

Flower One Action +13 (+8, +3) to hit (finesse) 2d6+4 Bludgeoning + 1d6 Cold
Tendril One Action +13 (+9, +5) to hit (agile, finesse) 2d4+4 Slashing + 1d4 Cold

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Cold Healing

Calathgars are healed by cold. Anytime a calathgar would take cold damage, it instead regains 1d6 Hit Points (regardless of the amount of damage the cold effect would have caused).

In severe cold or colder environments,9 calathgars gain Fast Healing 1.

Mold Mulch

When a calathgar is reduced to 0 Hit Points, it immediately decays and dies, transforming into a 5-foot patch of mold (or a 10-foot patch of mold if it was killed by fire damage). This patch of mold persists for 1 minute, during which time it deals 3d6 cold damage to any creature that begins its turn in this area, or 1d6 cold damage to any creature that begins its turn in an adjacent square. The mold patch decays away after an hour, but it can be destroyed before then (treat each 5-foot square as an object with Hardness 0, 10 Hit Points, BT 5, immunity to cold, piercing, and slashing damage; the mold deals half its regular cold damage once it's broken).

Seed Spray Two Actions (cold, evocation, primal)

The calathgar expels thorny, frozen seeds in a 15-foot cone, dealing 1d6 piercing damage and 4d6 cold damage (DC 20 basic reflex save).

In mild cold or colder environments, these seeds cling to living creatures they strike, dealing 1d4 Persistent Cold Damage.

The calathgar can't use Seed Spray again for 1d4 rounds.


Calathgars are mysterious predatory plants that grow in the depths of the densest frozen forests, realms where icicles rarely melt from snow-cloaked trees. A calathgar's blue flowers grow from 3 to 5 feet across (with specimens as wide as 10 feet reported), while the plant itself stands just under 4 feet in height and weighs up to 50 pounds when heavy with seeds.

Calathgars' psyches are alien to most sapient creatures. They have little interest in emotion, culture, or ambition, yet they have nearly flawless memories and can share experiences with other calathgars by scent (imprecise) as easily as humanoids can pass on information by speech. While calathgars themselves can't speak, they can typically be reasoned with-though like most protective parents, an incensed calathgar defending its young is rarely in a mood to listen.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Cold

Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.

Plant

Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.