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Creeping Cactus

Large Plant
Hit Dice: 5d8+12 (40hp)
Initiative: +1 (Dex)
Speed: 0 ft
AC: 17 (-1 Size, +8 Natural)
Attacks: slam +7 melee
Damage: Slam 1d6+8
Face/Reach: 5ft. by 5 ft./ 10 ft.
Special Attacks: Constitution Drain, Improved grab, constrict 1d6+8
Special Qualities: Electricty Immunity, Fire Resistance 20, Blindsight
Saves: Fort +8, Ref +1, Will +2
Abilities: Str 22, Dex 12, Con 18, Int -, Wis 10, Cha 9

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Climate/Terrain: Desert
Organization: Solitary or pair
Challenge Rating: 4
Treasure: 50% coins; 50% items
Alignment: Always Neutral
Advancement: 6-15 HD (Huge); 16-25 HD (Gargantuan);

A Creeping Cactus is a carnivorous plant that grows in areas shaded from direct sunlight. Canyons, ridges, and just under the silt line of the Silt Sea are its most common habitats. It appears to be a round light green stump with a half-dozen thick, semi-flexible vines coming from it. The vines have hundreds of long, slightly curved needles with a slight red coloration.

Though a plant, a creeping cactus is semi-mobile, using its needle-covered vines to slowly pull itself across the ground. It does this to find a suitable hunting spot, and it is immobile for purposes of combat.

A creeping cactus reproduces by leaving spores inside the victim that it has killed. After several weeks of gestation, a new creeping cactus emerges from the corpse to find a suitable place to await prey. It has a very slow metabolism and can survive for months without feeding.

When injured, a creeping cactus leaks a pale red fluid that smells and tastes vaguely of blood. Though having a foul taste, the fluid is safe to drink. Some desert tribe eat creeping cactus, though retrieving the plant is a dangerous affair. The meaty plant is edible, though, like the fluid, is not particularly appetizing.

Combat

Improved Grab (Ex): To use this ability, the creeping cactus must hit with its slam attack. Once a target is grappled, the creeping cactus begins delivering constrict damage as well as its blood drain attack.

Blood Drain (Ex): When a creeping cactus has grabbed a victim with it's Improved Grab ability, the victim must also make a Fort 12 Save or lose 1d4-1 point of Con damage from blood loss. For every round the thorns remain embedded, the victim must make a Fort save, failure meaning they take an additional 1d4-1 points of Con damage. A successful Fort save means they take no Constitution damage that round.

Blindsight (Ex): A Creeping cactus have no visual organs but can ascertain all foes within 30 feet using vibration.