TerotricusCreature 19
Source Pathfinder Bestiary
Perception +31 (darkvision, tremorsense (imprecise) 120 feet)
Languages Abyssal, Elven, Sylvan
Skills Athletics +37, Deception +32, Intimidation +35, Nature +31, Survival +31
Str +10, Dex +5, Con +9, Int -1, Wis +6, Cha +5
AC 42; Fort +34; Reflex +28; Will +33; +1 status to all saves vs. magic
HP 370 (regeneration 25 (deactivated by cold)
Speed 35 feet (burrow 25 feet, climb 25 feet, swim 35 feet)
Immunities controlled, disease, paralyzed, sleep
Weaknesses Cold 15, Coldiron 15, Good 15, Slashing 10
Resistances Fire 15
Tentacle +37 (+32, +27) to hit (chaotic, evil, magical, reach 20) 2d6 Evil + 2d6 Chaotic + 4d10+16 Bludgeoning
Spores +37 (+32, +27) to hit (chaotic, evil, magical, range increment 80) 4d8+6 Poison + 2d6 Chaotic + 2d6 Evil
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.
Tremorsense (Imprecise) 120 feetTremorsense 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.
+1 Status to All Saves vs. MagicRegeneration 25 (Deactivated by Cold)This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Spore Cloud (aura, disease)30 feet Aura
A creature entering the aura or starting its turn there is exposed to spore blight.
Infest Environs (healing, necromancy, primal)Frequency once per day
Requirements The terotricus is in a swamp or forested area.
Effect The terotricus drains nutrients from nearby trees and undergrowth while simultaneously infesting them with fungal growth. All non-magical plant life (though not plant creatures) within a 60-foot emanation withers and sprouts foul mold and slimy mushrooms, removing any cover and concealment provided by trees and undergrowth. The terotricus is healed 200 Hit Points.
Spore Blight (disease)Plants and fungi are immune.
Saving Throw DC 40 fortitude
Stage 1 Enfeebled 2 (1 day)
Stage 2 Enfeebled4 and Slowed 1 (1 day)
Stage 3 Controlled by the terotricus (as Dominate; 5d8 days)
Stage 4 dead
Sticky SporesA creature hit by a terotricus's spores must succeed at a DC 40 reflex save or take a -10-foot status penalty to all its Speeds for 1 minute. On a critical failure, the creature is Immobilized until it Escapes (DC 40).
Effect: Sticky Spores
Improved GrabThe monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.
Improved Push 20 feet (40 feet on a Critical Hit)The monster can use Push as a free action triggered by a hit with its initial attack.
The legendary terotricus is a massive slime-mold that hails from the Abyss. Its collective consciousness encapsulates entire regions, spreading as far as its ever-growing cloud of spores will take it. Once it has seeped onto the Material Plane from the Abyssal realm, a terotricus's agenda is to feed on all living creatures, infecting them with its spores, and its presence can spell doom for any in its way.
Terotricuses move by rapidly expanding and contracting their slimy "bodies," which are capable of burrowing through soil, gliding across water, and scrabbling up steep slopes. These behemoths of rot don't need to travel to see their plans come to fruition, though; their spores easily latch onto demons and other denizens of the Abyss, who in turn bring this blight to the Material Plane when the flends are summoned.
When a terotricus infects a creature with its spores, web-like fungal growths start appearing on the victim's skin until they cover the entire body, at which point the victim's mind is also subdued and bent to the terotricus's will. The terotricus's favored victims include animals, elves, and fey, though it is happy to infect any creature it can catch. Cults of Treerazer occasionally attempt to make contact with a terotricus, but such acts almost always simply result in a new sect of spore-blighted slaves.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.