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CountefloraCreature 10


NLargePlant
Source Pathfinder #153: Life's Long Shadows
Perception +18 (tremorsense (imprecise) 60 feet)
Languages none
Skills Athletics +23, Stealth +20
Str +5, Dex +6, Con +6, Int -4, Wis +2, Cha +0

AC 29; Fort +22; Reflex +20; Will +14;
HP 220
Speed 25 feet
Immunities poison
Weaknesses Cold 10, Fire 10

Vines One Action +21 (+17, +13) to hit (agile) 2d6+9 Slashing

Tremorsense (Imprecise) 60 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Frost Susceptibility

Whenever the counteflora takes cold damage, it takes a -10-foot circumstance penalty to Speed for 1 round.

Tighten Bracts Two Actions

The counteflora stiffens the specialized leaves around its flower head, protecting its sensitive seedpods. While its bracts are tightened, a counteflora gains a +2 circumstance bonus to AC and can use its head Strike and Furious Swing abilities, but it cannot use its Black Seed Cloud ability and it loses its sense of sight (so it must rely on its imprecise tremorsense when targeting other creatures). The counteflora can't use its head Strike of Furious Swing ability unless its bracts are tightened. The counteflora can loosen its bracts as a free action. Against plants and fungi, the seeds burrow into the creatures' flesh rather than infiltrate their lungs.

Black Seed Cloud Two Actions

Requirements the Counteflora's bracts are not tightened.


The counteflora releases a cloud of black seedpods in a 15-foot-radius emanation. Non-counteflora creatures in the area must succeed at a Fortitude save or breathe in the toxic seeds. (Against plants and fungi, the seeds burrow into the creatures' flesh rather than infiltrate their lungs.)

Counteflora Toxin (poison)

Saving Throw DC 30 fortitude (DC 32 fortitude for plants and fungi)

Maximum Duration 6 rounds

Stage 1 4d6 poison damage and Enfeebled 1 (1 round)

Stage 2 6d6 poison damage, enfeebled 1, and Fascinated (1 round)

Furious Swing Three Actions (attack)

Requirements The counteflora's bracts are tightened


Effect The counteflora makes up to four headbutt Strikes (see Flower Headbutt), each against a different creature within reach.


The counteflora resembles an oversized dandelion with black flowers and sinister patterns on its bracts, which it can contract for additional protection and to turn its flower head into a deadly bashing weapon. Unlike dandelions, countefloras do not have separate flowering and seeding stages, and can release their intoxicating seedpods as long as their bracts are open.

Countefloras exhibit a strange intellect and communicate with one another by releasing invisible pheromones into the air. Alone, a desperate counteflora may ally with another creature if it is offered water or fertile soil. Contrary to popular belief, countefloras absorb sunlight for sustenance; they do not attack other creatures to feast upon them. Rather, the reason countefloras go to such lengths to kill their opponents is to fertilize the surrounding soil and create a nutrient-rich environment for their seedpods.


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.

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.