Bodythief

This immense plant has jaws inside its central flower and vines that thresh the air. Its ovular seedpods throb like beating hearts.

Bodythief CR 14

XP 38,400
LE Gargantuan plant
Init –1; Senses low-light vision; Perception +30

DEFENSE

AC 26, touch 1, flat-footed 25 (–5 Dex, +25 natural, –4 size)
hp 230 (20d8+140)
Fort +19, Ref +1, Will +11
Defensive Abilities vexing vines; Immune plant traits, sonic; Resist cold 20

OFFENSE

Speed 5 ft.
Melee bite +23 (2d8+12 plus grab), 4 tentacles +21 (1d8+6 plus grab)
Space 20 ft.; Reach 20 ft. (40 ft. with tentacles)
Special Attacks breath weapon (80-ft. line, 12d6 acid damage, Reflex DC 27 half, usable every 1d4 rounds), swallow whole (4d6 acid damage plus absorb essence; AC 22, 23 hp), transfer

STATISTICS

Str 34, Dex 1, Con 25, Int 21, Wis 16, Cha 14
Base Atk +15; CMB +31 (+35 disarm, +35 grapple, +33 trip); CMD 38 (40 vs. disarm, can’t be tripped)
Feats Alertness, Combat Expertise, Greater Disarm, Improved Disarm, Improved Initiative, Improved Iron Will, Improved Trip, Iron Will, Multiattack, Skill Focus (Knowledge [nature])
Skills Disguise +27, Knowledge (geography, history, local, nobility) +20, Knowledge (nature) +31, Perception +30, Sense Motive +27; Racial Modifiers +5 Disguise
Languages Common, Dwarven, Elven, Orc, Sylvan (can’t speak any language); telepathy 1,000 ft. (with spawn only)
SQ spawn pod creature

SPECIAL ABILITIES

Absorb Essence (Su)

Creatures in a bodythief’s stomach gain 4 negative levels (Fortitude DC 27 half) each round at the start of the bodythief’s turn. A check to remove a negative level gained in this way is also DC 27. If the creature dies from the negative levels, its body disintegrates and the bodythief absorbs its life essence. This is a death effect.

Spawn Pod Creature (Su)

Once a bodythief has absorbed the life essence of a Large or smaller creature, it can begin growing a duplicate of that creature as a free action. Growing a Tiny or smaller duplicate takes 1 round, a Small duplicate 3 rounds, a Medium duplicate 5 rounds, and a Large duplicate 10 rounds. Duplicates are identical to the creature whose life essence has been devoured, but they gain the pod creature template. They closely resemble the original creature and retain all its memories. The newly created spawn has none of the original creature’s equipment, though the bodythief can vomit forth any surviving swallowed gear as a move action. As the duplicate hatches, the bodythief makes a Disguise check to determine the resemblance to the original. The duplicate must be grown within 24 hours of the original’s digestion, or its essence and memories dissipate. Only a single duplicate can made of any given creature.

Transfer (Ex)

A bodythief can transfer a creature grappled with a tentacle to its mouth with a move action and a successful grapple combat maneuver check.

Vexing Vines (Ex)

Each of the bodythief’s tentacle vines plus its bite attack can deliver its own attack of opportunity, giving the bodythief five attacks of opportunity per round. It cannot deliver attacks of opportunity with a portion of its body being used to grapple. The bodythief can give up an attack of opportunity with a tentacle to deflect a missile as though it had the Deflect Arrows feat.

ECOLOGY

Environment temperate or warm forests
Organization solitary
Treasure double standard

A creature with the pod-spawned template is a duplicate created by the bodythief. It resembles the original and has all its memories, but can’t exhibit sincere emotion. Pod-spawned creatures can’t reproduce and remain the same apparent age as their original at the time of replacement.

Plants of frightfully advanced intellect, bodythieves cannot abide the irrationalities of other intelligent life, particularly emotions. They seek to create a world of perfect order by replacing other life forms with nearly perfect duplicates spawned by the bodythief itself. Indeed, these duplicates improve on the originals, as they can communicate telepathically with the bodythief, and they lack wasteful emotions. Individual bodythieves vary as to their specific plans for building a perfect society of duplicates. A common, though recognized, flaw in their plans is the infertility of their duplicates. To maintain a stable society, the bodythieves must capture creatures to replace the inevitable loss of healthy duplicates.

Bodythieves are nearly immobile, though they can drag themselves along with their vines in extremis. When they must move large distances, they enlist the aid of their spawn.

Pod-Spawned Guard Captain CR 8

XP 4,800
Human fighter 9
LE Medium plant (augmented humanoid)
Init +5; Senses low-light vision; Perception +3

DEFENSE

AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
hp 90 (9d10+36)
Fort +8, Ref +4, Will +4 (+2 vs. fear)
Defensive Abilities bravery +2; Immune plant traits

OFFENSE

Speed 30 ft.
Melee +2 longsword +19/+14 (1d8+10/17–20)
Ranged mwk light crossbow +12 (1d8+1/19–20/×2)
Special Attacks weapon training (heavy blades +2, crossbows +1)

STATISTICS

Str 19, Dex 13, Con 14, Int 10, Wis 12, Cha 4
Base Atk +9; CMB +13; CMD 24
Feats Alertness, Cleave, Great Cleave, Greater Weapon Focus (longsword), Improved Critical (longsword), Improved Initiative, Power Attack, Toughness, Vital Strike, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Climb +13, Perception +3, Ride +10, Sense Motive +3, Swim +13
Languages Common
SQ armor training 2, mimic

ECOLOGY

Environment any
Organization any
Treasure NPC gear (+1 breastplate, heavy steel shield, +2 longsword, masterwork light crossbow with 20 bolts, other treasure)

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.

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