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Eyeweed

by Jamie Baty

SCMC
Large Plant (Aquatic)
Hit Dice: 8d8+8 (44 hp)
Initiative: +0
Speed: 5 ft. (1 square)
Armour Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +6/+13
Attack: Feeler +8 melee (1d3 +3)
Full Attack: 2-8 Feelers +8 melee (1d3 +3)
Space/Reach: 10 ft. /5 ft. (up to 100ft with feelers)
Special Attacks: -
Special Qualities: Blindsight 30ft., Plant traits
Saves: Fort +9, Ref +4, Will -2
Abilities: Str 16, Dex 10, Con 12, Int 1, Wis 2, Cha 3
Skills: Hide +12, Listen +3, Spot +3
Feats: Alertness, Great Fortitude, Lightning Reflexes
Environment: Any aquatic
Organisation: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -

Eyeweed is a hideous semi-aquatic plant that grows on the on the seashores and in the rivers of the Savage Coast, usually near otherwise safe harbours. Eyeweed appears as either seaweed or a large collection of algae. These plants do not acquire Legacies.
Eyeweed, when hunting prey, sends out long feelers (up to 100 feet in length) along the coastline to look for food. The feelers resemble long vines or stalks except that the ends appear to be bulbous, unblinking eyes. In actuality, the eyeweed hunts by touch and smell; the unblinking "eyes" are actually closed mouths that attack by biting and then sucking meat, blood, and even bone into the eyeweed's body.
Eyeweeds will feed on wounded or exhausted echyans in preference to other prey if given the opportunity.

Combat
The eyeweed attacks with 2d4 feelers. Each feeler can sustain 6 hit points of damage before being severed. The eyeweed will regrow lost feelers within a week. Damage to the feelers does no damage to the eyeweed itself; only damage to the central body will kill the eyeweed.

Blindsight (Ex): Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, an eyeweed manoeuvres and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the eyeweed must have line of effect to a creature or object to discern that creature or object. The eyeweed usually does not need to make Spot or Listen checks to notice creatures within 30ft of one of its feelers.

Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits; Plants breathe and eat, but do not sleep.

Skills: An eyeweed has a +16 racial bonus to all Hide checks due to its similarity to common algae, vines and seaweed.