Doldrums Bud Pile
HAZARD 11 +23 (expert)
Doldrum heaps that have only started to grow have no intelligence, but are incredibly tenacious and can reflexively grab onto nearby prey. They obtain nutrients by drowning prey in the water they grow in.
DC 35 Athletics (expert) to rip the reflexive tendrils off the bud or DC 35 Thievery (expert) to trigger the tendrils beforehand and keep them occupied.
AC 23; Fort +24
HP 240 (BT 120); Immunities critical hits, precision, unconscious; Weaknesses slashing 15; Resistances cold 15
Tendril Entanglement
a creature moves into a square adjacent to the bud pile or into the square the bud pile occupies
The doldrum bud pile whips out numerous tendrils, attempting to grab the creature. The target must attempt a DC 31 Reflex save.
Critical Success The target dodges the tendril and is unaffected.
Success A couple of tendrils latches on to the target. The target becomes Grabbed. The target can Escape by attempting an Athletics or Acrobatics skill check of DC 31. The first time they fail to Escape each round, however, the bud pile constricts, dealing 2d12+20 bludgeoning damage.
Failure Several tendrils grab the target. The target becomes grabbed and must make a DC 33 Fortitude save or fall Prone. If the target cannot breathe in water, they begin to suffocate. The DC to Escape increases to 36.
Critical Failure As failure, except the DC to Escape increases to 38.
1 hour if the bud pile has something in its grasps. 1 round if the bud pile has nothing in its grasps.
Pathfinder Society Scenario #6-17: The Devil in the DetailsORC