Biddlytree CR 11
This curious tree resembles a palm with the wide green leaves sprouting from the top, but the bark running along it is a bluish gray and there are two strange growths near the base of the plant’s crown: tiny nuts and kaleidoscopic buds of some sort. There’s an oddness to the way it sways to and fro, almost as though it could sense your presence.
Speed 25 ft.
Melee 4 burrowing roots +19 (1d6+5 bludgeoning plus grab or trip)
Ranged 4 biddlypines +11 (1d4+5 plus biddlypine poison, Range 60 ft.)
Space 10 ft.; Reach 50 ft. (burrowing roots)
Special Attacks earthly strangle (burrowing roots), trip (burrowing roots)
Spell-Like Abilities (CL 10th; concentration +10)
Constant—dimension door (see fazing chrysalises)
At will—arcane eyes
Before Combat A biddlytree typically attempts to hide among other trees, using arcane eyes and waiting for prey laden with magical items.
During Combat If a biddlytree is attacked or feels threatened by any aggressive action, it immediately attempts to kill the source of its concern. It does this first by stealthily using burrowing roots to trip and then entangle the target. Once the target is grappled, the biddlytree ejects several biddypines to cause paralysis. Paralyzed targets are strangled and crushed to death. If a threat remains out of the range of its burrowing roots, the biddlytree still attempts to paralyze the target using its biddypines from afar. Once paralyzed the biddlytree advances and continues to eject a barrage of biddlypines towards the out-ofrange target until the plant perceives that its enemy is dead.
Morale Biddlytrees are stubborn and typically fight to the death.
Str 30, Dex 14, Con 16, Int 10, Wis 10, Cha 10
Base Atk +10; CMB +21 (+28 grapple); CMD 33 (36 vs. grapple)
Feats Alertness, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Precise ShotB, Skill Focus (Perception), Weapon Focus (grapple)
Skills Perception +15, Sense Motive +8, Stealth +10 (+20 in forests); Racial Modifiers +10 Stealth in forests
Biddlypine Poison (Ex)
Anti-Magic Aura (Su)
A biddlytree generates an antimagic aura in a 30-ft. radius sphere that negates magical effects within or passing into, out of, or through it. This aura can only be seen with detect magic, which reveals an outline of the radius with an abjuration aura (CL 10th).
Any magic item, spell, or spell-like effect lower than CL 11th is suppressed as long as it remains in the anti-magic aura. Spells or effects lower than CL 11th without durations are instantly negated within the aura. The only exceptions to the effects of the anti-magic aura are spells with a target of touch, which may be cast at the biddlytree if the caster is grappling it.
Chrysalis Dependent (Ex)
A biddlytree has 2d6+7 biddlywink chrysalises firmly affixed near the base of its crown. If all the chrysalises on a biddlytree are killed, it loses its sentience, functions as a normal non-sentient plant, then shrivels and die in three days time. If a biddlytree is killed and biddlywink chrysalises remain attached to it, half of them immediately emerge as hostile biddlywinks with the young template (minimum 1). Any remaining chrysalis attached to the tree have die from system shock when their mother plant perishes.
Earthly Strangle (Ex)
Fazing Chrysalises (Sp)
Normally the cocoons protect the helpless biddlywink pupae from harm by concealing them within impervious interdimensional space. When 10 or more points of damage are dealt to the biddlytree by a single attack the chrysalises upon it faze into the Material Plane for 1d4 rounds before returning to their interdimensional space. During this faze period, individual chrysalis may be attacked (an attack on the biddlytree itself does not damage a chrysalis and visa versa.) The nature of the biddlytree’s sentience is directly connected to the biddlywink chrysalis attached to it, which operates with a hive mind mentality; a biddlytree becomes more and more enraged with each destroyed chrysalis, gaining a –1 penalty to its base AC (minimum AC 10) and +1 to base attack bonus for each chrysalis killed.
Plant Traits (Ex)
Even though as individuals the biddlywinks are fey type creatures, when they are attached as chrysalis to the biddlytree and functioning as a hive, their combined consciousness is considered as part of the parent plant type creature.
If the attempt fails, the biddlytree is not tripped in return.
Environment any warm (near large cities or main roads)
Organization solitary (plus 4d6 biddlywink chrysalises)
Treasure 4,000 gp worth of minor magic items (located inside the tree); 4–24 winkynuts
Aventyr Bestiary © 2017 AAW GAMES LLC Authors Mike Myler, Jonathan G. Nelson Developers, Michael Allen, Curtis Baum, Wolfgang Baur, Brian Berg, Adam Daigle, Jeffrey Gomez, Joshua Gullion, Jacob Kellogg, Jared Jeanquart, Juan Lucha, Justin Andrew Mason, Jonathan McAnulty, Michael McCarthy, Raven Mimura, Brian Wiborg Monster, Will Myers, Mike Myler, Jason Nelson, Jonathan G. Nelson, Owen K.C. Stephens, Colin Stricklin, Cory Vickruck, Stephen Yeardley Jonathan G. Nelson