Blood Kaktos

Blood Kaktos CR 5

XP 1,600
LN Large plant
Init +0; Senses darkvision 60 ft., low-light vision; Perception +10

DEFENSE

AC 14, touch 9, flat-footed 14 (+5 natural, -1 size)
hp 60 (8d8+24)
Fort +8, Ref +2, Will +1
Immune deafness, mind-affecting effects, paralysis, poison, polymorph, sleep, stunning; Resist fire 5
Weaknesses vulnerability to cold

OFFENSE

Speed 25 ft.
Melee 2 slams +9 (1d6+4 + poison)
Space 10 ft.; Reach 10 ft.
Special Attacks huff and puff, lover’s embrace

STATISTICS

Str 18, Dex 10, Con 14, Int 10, Wis 9, Cha 7
Base Atk +6; CMB +11; CMD 21 (can’t be tripped)
Feats Bloody Assault, Furious Focus, Power Attack, Toughness
Skills Acrobatics +0 (-4 to jump), Perception +10, Stealth +11
Languages telepathy 100 ft.
SQ bloodroot

Bloody Assault

(DC 15 for Heal) Take -5 to all attacks and maneuvers until your next turn to add 1d4 bleed damage (DC 15 for Heal) to all melee attacks

Huff and Puff (1/1d4 rounds, DC 16) (Ex)

The blood kaktos inhales air into the space between its outer layer of skin and its inner membranous tissue and then forces it out sharply, spraying needles in all directions over a 10-foot radius. Any creature within the area must make a Reflex saving throw. Those that fail the saving throw take 2d8 piercing damage from the flying needles while those that succeed take half this amount.

Lover’s Embrace (Ex)

If both slam attacks are successful against the same target, the blood kaktos has embraced the victim. An embraced victim is grappled. On the same round, the blood kaktos extends its proboscis to penetrate any exposed skin, writhing through armor joints if need be. The embraced victim loses 1d4+1 hit points each round as the blood kaktos gorges upon the victim’s blood. If the victim breaks free from the lover’s embrace, the blood kaktos immediately retracts its proboscis, fearing damage to its delicate organ. A victim that escapes a lover’s embrace sustains an additional 1d6 slashing damage as the needles rip the escapee’s flesh.

Poison (DC 12)

Bloodroot: Bloodroot—injury; save Fort DC 12; onset 1 round; frequency 1/round for 4 rounds; effect 1 Con and 1 Wis; cure 1 save

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