Melfesh MonsterCreature 6
Source Pathfinder Lost Omens: Monsters of Myth
Perception +14 (sporesight 100 feet)
Languages Aklo, Sylvan, Telepathy 100 Feet
Skills Acrobatics +11, Athletics +13, Nature +13, Survival +13
Str +4, Dex +3, Con +4, Int +1, Wis +2, Cha +1
AC 23; Fort +16; Reflex +14; Will +12;
HP 78
Speed 25 feet (fly 30 feet)
Resistances Fire 5, Poison 5
Limb +16 (+11, +6) to hit (versatile p, versatile s) 2d12+4 Bludgeoning
Fungal Limb +16 (+12, +8) to hit (agile) 2d8+4 Bludgeoning
Firelance +15 (+10, +5) to hit (range increment 30, magical, fire) 2d8+2 Fire
Reactive Growth
Trigger The Melfesh Monster takes physical damage
Effect The Melfesh Monster shifts plant matter to blunt the attack. It gains resistance 5 against the triggering physical damage.
SporesightIf a creature has inhaled any of the Melfesh Monster's spores, the Melfesh Monster can sense the creature at the listed range.
Terrorspores (aura, emotion, fear, inhaled, mental, poison)60-foot emanation Aura
A creature that enters the emanation must attempt a DC 21 will save. Regardless of outcome, the creature is temporarily immune to terrorspores for 1 minute.
Critical Success The creature is unaffected.
Success The creature is Frightened 1 and inhales spores that remain in its body for 1 minute.
Failure As success, but Frightened 2 and the spores remain for 1 hour.
Critical Failure As success, but Frightened 3, the spores remain for 1 hour, and the creature's frightened condition can't be reduced below 1 as long as spores remain in its body.
EnvelopThe Melfesh Monster attempts to Grapple a creature within reach. On a success, the creature is pulled into the Monster's body. The Melfesh Monster is Slowed 1 while it envelops a creature, and this otherwise has the effects of Swallow Whole (the Melfesh Monster's size or smaller, 1d10 bludgeoning and 1d12 poison, Rupture 15).
Fulminate (fire)Requirements The Melfesh Monster has created a spore cloud, and the cloud is within range of one of the Melfesh Monster's fire abilities
Effect The Melfesh Monster targets the cloud with one of its abilities with the fire trait. The spore cloud explodes, dealing 4d10 fire damage and 4 Persistent Fire Damage in a 40-foot burst originating from a single square within the cloud (DC 24 basic reflex save).
Spore Cloud (inhaled, poison)Frequency once per minute
Effect The Melfesh Monster conjures a cloud of spores within 60 feet in a 20-foot burst. The cloud lasts 1 minute. Creatures that enter or begin their turn within the cloud must succeed at a DC 21 fortitude save or take 3d8 poison damage, be Sickened 2, and inhale spores that remain in their bodies for 1 minute (on a critical failure, Sickened 3 and an additional 4 Persistent Poison Damage).
Each Melfesh Monster is unique at any given time since the parent fungus only gives birth to a single monster at once, and each of these creations works a little differently and looks a little different from the last. However, their forms all bear similarities. A twisting mass of creeping vines creates the bulk of a Melfesh Monster's body, sculpted into a towering figure that can glide effortlessly across the ground. Mossy growths and trumpeting fungi cover the creature like matted fur, dripping from its back and shoulders in excess. A hood of dampened bark and thick moss covers its face, revealing only a crusty wooden jaw and a pair of gleaming red eyes. An acrid stench of burning manure follows the creature, often serving as the only warning that anyone gets before it attacks.
Despite their fungal nature, Melfesh Monsters are undamaged by their own jets of flame and resistant to fires set by others, often surprising hunters who paid too little attention to the legends before encountering the creature. Their terrifying spores also mean that most survivors of their attacks tend to be disoriented and delirious, relating accounts of the monster that are distorted by confusion and fear. This, along with the natural variance between different Melfesh Monsters, means that even the most diligent of researchers will come across contradictory evidence. Even if they learn from all the prior information collected over the years, they're still often caught off guard when trying to hunt down and fell the threat since the new Melfesh Monster might have an ability never seen before. The canniest researchers, when faced with the seemingly contradictory evidence, speculate that the creature might evolve or change over time, which is closer to the truth but still falls short.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.