Thresher Moss
Thresher Moss growths form tight clusters on walls, floors, and ceilings, where they become nearly indistinguishable from other types of cave moss unless a trained eye can make out their vaguely humanoid shape. When hapless prey passes by, the moss will sluff off of the wall and pursue its target. Its dense limbs can deliver blows forceful enough to stun even the hardiest warrior. Thresher Moss attempts to absorb victims and cover them in powerful enzymes that break down nearly all organic material.
Thresher Moss | |||||
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Monster Level: 5 | |||||
Large. Plant | |||||
STR | DEX | END | AWR | INT | CHA |
2 | 3 | 3 | 3 | -3 | -2 |
Ref: 13 | Fort: 13 | Ant: 13 | Log: 7 | Will: 8 | |
Armor Rating 12 | Resist Cold 3 Immune Psychic | ||||
Hit Points 43 | Vulnerable Fire 1 | ||||
Speed 30 ft | Traits Immutable, Vigilant | ||||
Skills (DEX) Sneaking +10 | |||||
Features | |||||
False Appearance. While motionless, the Thresher Moss is indistinguishable from normal plant life.
Digestive Enzymes. When a creature starts its turn Grappled by the Thresher Moss, the Thresher Moss makes a special attack: +3 vs FORT. Hit: 9 (2d8) toxic damage. Miss: Half damage. Whether it hits or misses, the Thresher Moss regains HP equal to 1⁄2 the amount of damage dealt. | |||||
Actions | |||||
The Thresher Moss can MOVE and take TWO of the following actions, or take the same action twice. | |||||
Move. The Thresher Moss moves up to its speed.
Bludgeon. Reach 5 ft Natural Weapon. +3 vs AR. Hit: 6 (1d6+3) blunt and the target becomes Dazed until the end of the Thresher Moss’s next turn. Engulf. Reach 5 ft Natural Weapon. +3 to hit FORT of a Dazed target. Hit: 11 (2d6+4) toxic, and the target is Grappled. The Thresher Moss cannot use this ability if already grappling a target. |