Six tendrils tipped with hooks made from gray bark sprout from the base of this plant’s bulbous central pod. Dozens of smaller tubers glistening with yellowish residue snake out from the pod’s surface between strips of bark, with one massive stalk ending in a flytrap-like head emerging from the plant’s crown.
Tintargurill CR 7
AC 20, touch 11, flat-footed 17 (+3 Dex, +9 natural, –2 size)
hp 85 (10d8+40); supernatural digestion
Fort +11, Ref +6, Will +6; +4 vs. fey and plant-targeted effects
DR 10/slashing; Immune plant traits; SR 18
Speed 20 ft.
Melee bite +12 (2d6+7 plus grab), 3 tentacles +10 (1d8+3 plus grab)
Space 15 ft.; Reach 15 ft. (20 ft. with tentacles)
Special Attacks constrict (1d8+7), feybane bark, sticky enzymes (+8 ranged, DC 19, 10 hp), swallow whole (2d6+10 bludgeoning damage, AC 14, 8 hp)
Str 25, Dex 16, Con 19, Int 2, Wis 17, Cha 6
Base Atk +7; CMB +16; CMD 29 (37 vs. trip)
Feats Combat Reflexes, Lightning Reflexes, Multiattack B, Power Attack
Skills Perception +11, Stealth +3 (+11 in undergrowth); Racial Modifiers +8 Stealth in undergrowth
SQ woodland stride
Feybane Bark (Ex)
Sticky Enzymes (Ex)
A tintargurill produces semisolid strands of enzymes with adhesive properties that it can excrete from certain tendrils. Using its sticky enzymes functions like the web universal monster ability, except that creatures with damage reduction overcome by cold iron that are affected by the enzymes suffer intense pain, forcing them to succeed on a DC 19 Fortitude save each round they remain in contact with the strands or be staggered. The DC is Constitution-based.
Supernatural Digestion (Su)
If a tintargurill deals damage to a creature with damage reduction overcome by cold iron with its bite attack or swallow whole ability, it gains fast healing 5 for 1 round. If such a creature perishes inside the tintargurill, the fast healing lasts for 1d6 minutes instead.
Woodland Stride (Su)
This ability functions like the druid ability of the same name.
Environment temperate forest or marsh
Tintargurills are ravenous plants that feed mainly on fey flesh. They lurk in the undergrowth of fey-infested wilds, where they stake out large territories with sheets of their adhesive enzymes and wait for unsuspecting fey to stumble into their domain. Several woodcutters have tried to tame the plants to use as living weapons against hostile fey, but tintargurills have proven just as aggressive toward humanoids as they are toward their favored prey, making all such efforts to date unsuccessful.
Although tintargurills have thus far proven undomesticable, those skilled enough to slay one can harvest its bark to create weapons well suited for killing fey. If a creature succeeds on a DC 20 Craft (carpentry or weaponsmithing), Knowledge (nature), Profession (woodcutter), or Survival check, it can salvage 2d6 Medium masterwork simple wooden weapons (including clubs, javelins, quarterstaves, and spears) from the corpse of a tintargurill that died within 24 hours. These weapons function like cold iron in all respects. Double the number for Small weapons and halve the number for Large weapons.
Tintargurills’ usual habitats make fey their most common source of food, but certain displaced specimens develop a taste for demon flesh. These monstrous plants gradually adapt until they can subsist on demon meat, sometimes taking on fiendish aspects of their prey to better blend into Abyssal surroundings.
Wayfinder #18. © 2018, Paizo Fans United; Authors: Charlie Brooks, Calder CaDavid, Robert Cameron, Benjamin Chason-Sokol, Jeremy Corff, Jason Daugherty, Matthew Duval, Robert Feather, Kim Frandsen, Wojciech Grucha?a, Amy C. Goodenough, Taylor Hubler, Luke Hudek, Chris L. Kimball, John Laffan, Crystal Malarsky, Randal Meyer, Jacob W. Michaels, Daniel Angelo Monaco, Stewart Moyer, Dennis Muldoon, Andrew Mullen, Dave Nelson, Nicholas S. Orvis, Emily Parks, Lyn Perrine, Amanda Plageman, Matt Roth, André Roy, Stephen J. Smith, Kendra Leigh Speedling, Jeff Taft, Brendan Ward, Christopher Wasko, Nicholas Wasko, and Kerney Williams.