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
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
8/day—acidic ray (1d6+1)
3rd (5/day)—lightning bolt (DC 18), vampiric touch
2nd (7/day)—cure moderate wounds, false life, scorching ray, touch of idiocy
1st (8/day)—burning hands, color spray (DC 16), cure light wounds, mage armor, magic missile, shield
0th (at will)—daze, dancing lights, detect magic, flare, light, mage hand, resistance
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
A blood orchid sees in all directions at once. It cannot be flanked.
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.
Tentacle—injury; save Fort DC 21; frequency 1/round for 4 rounds; effect unconsciousness; cure 1 save.
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.
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.
Organization solitary, brood (3–8), or colony (9–20)
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.
Rappan Athuk Copyright 2012 Bill Webb, Frog God Games