Thorned Cocoon (3-4)Creature 2
Source Pathfinder Society Scenario #1-17: The Perennial Crown Part 2, The Thorned Monarch
Perception +4 (tremorsense (imprecise) 30 feet)
Languages none
Skills Stealth +6
Str +3, Dex +2, Con +4, Int -5, Wis +0, Cha -1
AC 18; Fort +10; Reflex +6; Will +4;
HP 34
Speed 10 feet
Immunities mental
Weaknesses Fire 5
Tendril +9 (+4, -1) to hit (reach 10) 1d10+3 Slashing
Tremorsense (Imprecise) 30 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.
Feed on Thoughts (manipulate, mental)The cocoon unravels as it envelops a Small, Medium, or Large humanoid creature that's unconscious, willing, or Fascinated by Hypnotic Thrum, and that is within reach of the cocoon's tendrils, moving into the creature's space as part of this action. The creature must succeed at a DC 18 fortitude save or become Stupefied 1 and take 1d12 mental damage and 1d12 slashing damage (double damage on a critical failure). Feeding on a creature's Thoughts doesn't end fascination caused by Hypnotic Thrum.
Hypnotic Thrum (enchantment, mental)The thorned cocoon relays Qxal's telepathic coercions in either a 30-foot line or a 15-foot cone. Each creature in the emanation must attempt a DC 18 will save. Once a creature succeeds at any save against Hypnotic Thrum, it becomes temporarily immune for 24 hours.
Success The creature is unaffected.
Failure The creature is Fascinated. For as long as it is fascinated, it must spend each of its actions to move closer to the thorned cocoon as expediently as possible, while avoiding obvious dangers. If the creature is adjacent to the thorned cocoon, it stays still and doesn't act.
Critical Failure As failure, but the condition doesn't end automatically. The creature can attempt a new save at the end of each of its turns. On a success, the fascinated condition ends.
Traits
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.
MindlessA mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.
PlantVegetable 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.