Blood Orchid Grand Savant (Blood Orchid Sorcerer 7)

This beast has three downward curving “petals” of flesh with a dark, pebbly outer hide and a pallid whitish underside. The petals end with split tip, and converge at the blood orchid’s center. On its underside at the center dangle a swarm of writhing pallid tentacles: 16 manipulator arms and eight thinner tendrils with red eyes at the ends. At the center of these tentacles is a sphincter-shaped mouth at the end of a flexible trunk one foot long and six inches in diameter. At the apex of the creature there is another cluster of eye tendrils.

Blood Orchid Grand Savant CR 9

XP 6,400
Blood orchid sorcerer 7
LE Huge aberration
Init +5; Senses all-around vision, darkvision 60 ft.; Perception +22

DEFENSE

AC 22, touch 12, flat-footed 20 (+2 deflection, +1 Dex, +1 dodge, +10 natural, –2 size)
hp 117 (7d8+7d6+56 plus 6)
Fort +8; Ref +7; Will +15
Immune sonic; Resist acid 10, cold 10, electricity 10, fire 10

OFFENSE

Speed 5 ft., fly 30 ft. (good)
Melee 6 tentacles +14 (1d3+6 plus grab plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks blood drain, long limbs
Bloodline Spell-Like Abilities

8/day—acidic ray (1d6+1)

Spells Known (CL 7th; melee touch +13, ranged touch +8)

Bloodline Aberrant

STATISTICS

Str 23, Dex 13, Con 18, Int 13, Wis 16, Cha 20
Base Atk +8; CMB +15 (+19 to grapple); CMD 26
Feats Arcane Strike, Combat CastingB, Dodge, Eschew MaterialsB, Extend Spell, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (tentacle)
Skills Fly +7, Intimidate +14, Knowledge (arcana) +14, Knowledge (dungeoneering) +11, Perception +22, Spellcraft +12, Stealth +8; Racial Modifiers +4 Perception
SQ telepathic link Gear ring of protection +2

SPECIAL ABILITIES

All-Around Vision (Ex)

A blood orchid sees in all directions at once. It cannot be flanked.

Blood Drain (Ex)

On a successful grapple check with two or more tentacles against a single foe a blood orchid can pull the grappled creature to the mouth on its underside as a free action that does not provoke an attack of opportunity.

The mouth latches on and drains blood from the victim.

Each round it maintains its grapple, the blood orchid automatically deals 1d4 points of bite damage and 1 point of Constitution damage as it drains its victim’s blood.

Poison (Ex)

Tentacle—injury; save Fort DC 21; frequency 1/round for 4 rounds; effect unconsciousness; cure 1 save.

Spells

The blood orchid savant replaces its bloodline bonus spells with the following: cure light wounds (3rd), cure moderate wounds (5th), cure serious wounds (7th.) Also, blood orchid savants do not cast spells in the same way most creatures do. Their spells require no verbal or material components to be cast, though somatic components (tentacle writhing) is still required.

Telepathic Bond (Ex)

Blood orchids communicate through a non-magical telepathic bond. They can sense emotions in other blood orchids at a distance of 100 ft. or less, and emotions in other creatures at a range of five feet. They can communicate mentally with each other through full telepathy at a distance of 20 ft. or less, and can share knowledge very rapidly when touching each other.

Base Creature

ECOLOGY

Environment underground
Organization solitary, brood (3–8), or colony (9–20)
Treasure standard

Blood orchids occasionally develop sorcerous talents, and transform into savants. When their abilities have reached a certain level, they can evolve into a grand savant. Normally each colony of blood orchids is led by a single grand savant, and another cannot evolve while one is present.

Typically, a blood orchid savant ready to become a grand savant leaves the colony with a few followers, and set out to establish a new brood elsewhere.

Section 15: Copyright Notice

Rappan Athuk Copyright 2012 Bill Webb, Frog God Games

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