Mythic Moonflower

Mythic Moonflower CR 10/MR 4

XP 9,600
N Huge plant (alien, mythic, mythos)
Init +8MF; Senses darkvision 60 ft., greensight 60 ft., low-light vision; Perception +9

DEFENSE

AC 25, touch 8, flat-footed 25 (+17 natural, –2 size)
hp 136 (11d8+87); fast healing 5
Fort +12, Ref +3, Will +4
Defensive Abilities defensive pulse; DR 10/epic and slashing; Immune electricity, plant traits; Resist cold 10
Weaknesses vulnerable to fire

OFFENSE

Speed 20 ft.
Melee bite +17 (2d6+11 plus grab), 2 tentacles +15 (1d8+5)
Space 15 ft.; Reach 15 ft.
Special Attacks enhanced pods, mythic power (4/day, surge +1d8), light pulse, pod prison

STATISTICS

Str 32, Dex 10, Con 21, Int 5, Wis 12, Cha 17
Base Atk +8; CMB +21 (+25 grapple); CMD 31 (can’t be tripped)
Feats Blind-Fight, Improved Initiative, Improved Sunder, Multiattack, Power Attack, Skill Focus (Stealth)
Skills Perception +9, Stealth +4 (+20 in thick vegetation); Racial Modifiers +16 Stealth in thick vegetation
Languages telepathy (1 mile, other moonflowers and pod prisons only)
SQ greensight, mythic pod spawn, woodland stride

SPECIAL ABILITIES

Defensive Pulse (Ex)

When struck by a critical hit or sneak attack, a mythic moonflower can spend one use of mythic power as an immediate action to use its light pulse ability. If the creature that made the triggering attack is blinded by the light pulse, the critical hit or sneak attack is negated (similar to the fortification armor special ability, but without requiring a roll). The damage is instead rolled normally.

Enhanced Pods (Ex)

When a mythic moonflower cocoons a creature in a pod prison, it can spend one use of mythic power to apply one of the following modifications to the pod prison.

  • Rigid shell: The pod prison’s skin immediately hardens into a thick protective shell. Its AC increases by 4, and its hit points are doubled.
  • Flailing tendrils: The pod prison is covered in flailing tendrils that lash out at nearby creatures. Any creature other than a moonflower that begins its turn next to the pod takes 2d6 points of bludgeoning damage. Creatures damaged by the pod must make a DC 20 Reflex save or be entangled for 1d4 rounds. This save DC is Constitution-based.
  • Skittering roots: Thick, dextrous roots sprout from the bottom of the pod, pulling it nimbly across the ground. The pod can move up to 30 ft. per round. The pod moves in a straight line unless directed to do otherwise by the moonflower. Controlling the pod’s movement is a move action. The pod stops moving if it strikes an impassable barrier, though if a creature tries to block its movement, the pod can attempt an overrun check, provoking an attack of opportunity as normal. The pod uses the moonflower’s CMB, but does not receive the moonflower’s size bonus.
  • Draining thorns: The interior of the pod is covered in blood-sucking thorns. Rather than take bludgeoning and acid damage, the target takes 2d6 points of piercing damage and 1 Con damage each round. Additionally, the pod heals 5 points of damage each round

Light Pulse (Su)

As a standard action, a moonflower can release a pulse of bright light. All creatures within a 50-foot burst that can see the moonflower must make a DC 20 Fortitude save or be blinded for 1d4 rounds. Moonflowers are immune to this ability. The save DC is Constitution-based.

Mythic Pod Spawn (Ex)

Should a mythic moonflower’s pod prison kill and digest a Small or larger creature, the pod transforms into an adult moonflower with full hit points and the advanced simple template after 1d4 hours. The newly formed moonflower has its own consciousness, but some aspect of its trunk or blossoms resembles the creature that died within. The dead creature’s equipment remains inside the new moonflower and can be retrieved by killing it.

A mythic moonflower can spend one use of mythic power as a standard action to force a pod prison containing a deceased creature to sprout prematurely. The pod transforms into a moonflower immediately, but the resulting plant is weaker than a normal moonflower and lives only for a short time. It gains the young simple template, and dies 1d4 hours after sprouting

Pod Prison (Ex)

This works like the swallow whole ability, except the moonflower can only use it once every 1d4 rounds, and the swallowed creature is immediately wrapped in a tight digestive cocoon and expelled into an adjacent square, where it takes damage every round (2d6 bludgeoning and 2d6 acid, AC 15, 25 hp). The cocooned target cannot use Escape Artist to get out of the cocoon. Other creatures can aid the target by attacking the cocoon with piercing or slashing weapons, but the creature within takes half the damage from any attack against the cocoon. Once the cocoon is destroyed, it deflates and decays.

Each creature swallowed by a moonflower is encased in its own cocoon.

Woodland Stride (Ex)

A mythic moonflower gains woodland stride, as the druid class ability.

ABOUT

Environment any land
Organization solitary or patch (1 mythic moonflower and 2–3 advanced moonflowers)
Treasure standard

A twisted trunk clustered with bulbous blossoms holds up a gaping mouth ready to swallow a victim whole.

These extraterrestrial plants resemble twisted tree trunks clustered with bulbous blossoms holds up a gaping mouth ready to swallow a victim whole. A fully-grown moonflower easily stands 20 feet tall, its massive trunk frequently 4 feet or more in diameter. The roots extend away from the base and into the soil, making the plant seem well anchored, but the roots themselves possess an agility that belies the great size of the plant and allows the moonflower to uproot itself and move with surprising speed. The tendrils of the plant are independently prehensile and writhe around the large flytrap-like “head” that crowns the stem.

Moonflowers have never been known to communicate with other creatures, even with druids and others who regularly converse with plants. The plants do possess some manner of strange telepathy, though, and are in constant communication with their nearby brethren. Those who manage to intrude upon the creatures’ alien thoughts face an assault of horrible visions of terrifying jungles filled with ancient, sentient, and malign plants.

Section 15: Copyright Notice

Mythos Monsters (PF1) © 2022, Legendary Games; Authors Jason Nelson, Jim Groves, Jonathan Keith, Tom Phillips, Alistair J. Rigg, and Greg A. Vaughan

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