Yellow Musk ThrallCreature -1
Source Pathfinder Bestiary 2
Perception +0 (low-light vision)
Languages none
Skills Athletics +5
Str +3, Dex -2, Con +2, Int -5, Wis +0, Cha -2
AC 14; Fort +6; Reflex +0; Will +2;
HP 12
Speed 25 feet
Immunities mental
Weaknesses Fire 5
Fist +7 (+2, -3) to hit 1d4+3 Bludgeoning
Low-Light Vision
The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.
SlowA yellow musk thrall is permanently Slowed 1 and can't use reactions.
Entangling Tendrils (aura)5 feet Aura
Grasping tendrils extend out from the thrall. When the thrall ends its movement next to a creature, or a creature ends its turn next to the thrall, that creature must succeed at a DC 14 reflex save or be Grabbed by the tendrils.
Limb ExtensionTrigger The yellow musk thrall is reduced to 4 HP or fewer
Effect Creeper tendrils tear through the thrall's limbs, causing its forearms to tear loose. The thrall's melee reach increases by 5 feet.
Pollen TouchWhen the thrall strikes a creature, that creature is exposed to yellow musk creeper pollen, as Spray Pollen (DC 14). The creature is Fascinated by the yellow musk creeper that spawned the thrall, not by the thrall itself. The affected creature must attempt a DC 14 will save.
Once a creature succeeds at any save against Spray Pollen, 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 yellow musk creeper that spawned the thrall as expediently as possible, while avoiding obvious dangers. If the creature is adjacent to the yellow musk creeper, 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 and other effects end.
GrabRequirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
A creature transformed by a yellow musk creeper's tendrils boring into its brain becomes a yellow musk thrall if it's Small or Medium, or a yellow musk brute if Large (a Small creature becomes a Small thrall rather than a Medium one). The transformation takes 1 hour. A yellow musk thrall takes only the most rudimentary of actions: bringing the yellow musk creeper water and new creatures to infest. After a few days (or if the creeper dies), the thrall wanders off into the wilderness and falls dead within 24 hours. The body of a deceased thrall sprouts a new yellow musk creeper within hours of its death, becoming a fully grown plant within 24 hours.
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.