Basidirond (CR 6/MR 2)

Mythic Basidirond (CR 6/MR 2)
XP 2,400
N Medium plant (mythic)
Pathfinder Roleplaying Game Bestiary
Init +1; Senses low-light vision, scent, tremorsense 30 ft.; Perception +0

Defense

AC 20, touch 11, flat-footed 19 (+1 Dex, +9 natural)
hp 68 (7d8+37)
Fort +8, Ref +3, Will +2
Defensive Abilities DR 5/epic; Immune cold, plant traits
Weaknesses cold lethargy

Offense

Speed 20 ft.
Melee slam +11 (1d8+9 plus spores)
Special Attacks entrapMA (DC 16, 1d10 rounds, hardness 5, hp 10), mythic power (4/day, surge 1d6), hallucination cloud, spores, sweet nectarMA

Statistics

Str 22, Dex 13, Con 16, Int —, Wis 11, Cha 1
Base Atk +5; CMB +11; CMD 22 (26 vs. trip)
Feats Extra Mythic Power
SQ poisonous bloodMA (insanity mist)

Special Abilities

Cold Lethargy (Ex) Although a basidirond is immune to cold damage, any cold effect it is exposed to slows it for 1d4 rounds. During this time, the basidirond cannot use its hallucination cloud or spores.

Entrap (Ex) As a standard action, a mythic basidirond can snare a Medium or smaller creature in its ropy tendrils, entangling it if it fails its Fortitude save. If the target fails a second Fortitude save and is made helpless, it is transferred into the pitcher-pod atop the basidirond’s body. The trapped creature is exposed to the basidirond’s spores every round, taking a -2 penalty to its saving throw against them, and is trapped within the basidirond until slain or rescued.

Hallucination Cloud (Ex) As a standard action once per minute, a basidirond can release a cloud of invisible spores in a 20-foot radius. All creatures within the area must succeed on a DC 16 Fortitude save or be affected by powerful hallucinations as long as they remain in the cloud plus 1d4 rounds after leaving the area. A new save must be made each round a creature remains within the affected area. A hallucination cloud persists for 5 rounds before dispersing—a strong wind causes it to disperse immediately. The save DC is Constitution-based. To determine what hallucination is suffered each round, roll 1d6 and consult the following table.

d6 Hallucination
1 You’re sinking in quicksand! Fall prone and spend 1 round flailing your arms and legs as if trying to swim.
2 Attacked by a swarm of spiders! Spend a full round action to attack the floor near you with your weapon.
3 An item you hold has turned into a viper! Drop it and flee from the item at top speed for 1 round.
4 You’re suffocating! Stand in place, hold your breath, and clutch at your throat for 1 round.
5 You’ve shrunk to 1/10th your normal size! Take no actions for 1 round so the monsters won’t see you.
6 You’re melting! Grasp hold of yourself in an attempt to hold yourself together, and take no actions for 1 round.

Poisonous Blood (Ex) As described in the New Universal Monster Rules in the Mythic Monsters chapter of Pathfinder Roleplaying Game Mythic Adventures.

Spores (Ex) Any creature struck by a basidirond’s slam attack is coated with spores. The creature struck must make a DC 16 Fortitude save or these spores take root in his flesh, and particularly in his lungs. The save DC is Constitution-based.

Basidirond Spores: Disease—inhaled; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

Sweet Nectar (Ex) A mythic basidirond can emit an attractant aroma that causes creatures of a particular type (or subtype) to be filled with an uncontrollable urge to approach the basidirond. Its nectar can attract only one type (or subtype) at a time, but such creatures are affected as a sympathy spell (DC 16 Will negates), and if they are adjacent to the basidirond they become fascinated. If they are attacked or threatened, they gain a new saving throw with a +2 bonus to break free of the fascinate effect. This is a mind-affecting disease effect.

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