Stats for the Root of the Tangle


Rise of the Runelords


My players have decided to venture into the Tangle, in the hopes of finding an ally who can help them fight Karzoug's minions in Xin-Shalast. So I came up with a stat block for the Root of the Tangle, who does not have one in the adventure as written.

RP notes: It knows Thassilonian but has no mouth and thus cannot talk. In order to speak with the PCs, it's going to puppeteer one of its yellow musk zombie minions -- a lamia matriarch musk zombie, I think -- who has the rotting mouth and vocal cords it needs to form words.

Mechanical notes: It has Power Attack, but the stat block shows the values for when it is NOT power attacking. When power attacking, it takes -5 on each attack roll and adds +10 to each damage roll.

Also note that it has grab, allowing it to grapple as a free action on a hit, and a unique ability that allows it to do an Awesome Blow combat maneuver as a free action on a hit. Obviously it has to choose between one or the other on any given hit, as you can't knock someone away while also grappling them. Still, this should make it possible to do things like move squishy casters closer and knock pesky martials further away and such. Oh, and it has 30 foot reach, so there's a good chance everyone will start combat in range of it, and Combat Reflexes so it can make 4 AoOs per round.

Hopefully this will be useful to some other GM at some point.

Stat Block for the Root of the Tangle:
Root of the Tangle CR 19
XP 204,800
Unique yellow musk creeper
NE Colossal plant
Init +7; Senses low-light vision, tremorsense 60 ft.; Perception +42
--------------------
Defense
--------------------
AC 35, touch 5, flat-footed 32 (+3 Dex, +30 natural, -8 size)
hp 312 (26d8+104); regeneration 15 (negative energy)
Fort +18, Ref +13, Will +15
Immune mind-affecting effects, paralysis, poison, polymorph, sleep, stunning; Resist acid 10, cold 10, fire 10; SR 28
Weaknesses vulnerability to negative energy
--------------------
Offense
--------------------
Speed 0 ft.
Melee 6 tendrils +27 (2d8+16 plus grab)
Space 30 ft.; Reach 30 ft.
Special Attacks pollen burst
Spell-Like Abilities (CL 26th; concentration +28)
. . Constant—speak with plants
--------------------
Statistics
--------------------
Str 42, Dex 16, Con 16, Int 20, Wis 21, Cha 14
Base Atk +19; CMB +43 (+45 awesome blow, +45 bull rush, +47 grapple); CMD 56 (58 vs. awesome blow, 58 vs. bull rush, can't be tripped)
Feats Awesome Blow, Combat Reflexes, Greater Awesome Blow, Improved Awesome Blow[ACG], Improved Bull Rush, Improved Initiative, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Sense Motive), Skill Focus (Stealth), Toughness
Skills Bluff +28, Diplomacy +28, Intimidate +28, Knowledge (nature) +31, Perception +42, Sense Motive +37, Stealth +30
Languages Thassilonian
SQ create yellow musk zombie, lush vitality, pollen spray, whiplash
--------------------
Special Abilities
--------------------
Create Yellow Musk Zombie (Ex) As a full-round action, the Root of the Tangle can bore dozens of tendrils into the brain of a helpless creature within reach, such as a creature entranced by its pollen. This attack inflicts 1d6 points of Intelligence damage per round. When a creature is reduced to 0 Intelligence, it dies, and the tendrils break off inside its brain. One hour later, the creature animates as a yellow musk zombie.
Lush Vitality (Ex) The Root of the Tangle receives maximum hit points for each of its racial hit dice.
Pollen Burst (1/1d6 rounds, DC 26) (Ex) The Root of the Tangle may spray yellow musk pollen in a 60 foot cone once every 1d6 rounds. This functions as its usual Pollen Spray ability, but targets every creature in the area of effect. Furthermore, it can use its Create Yellow Musk Zombie ability on any creature within its reach. This is a poison effect. The save DC is Constitution-based.
Pollen Spray (DC 26) (Ex) As a standard action, the Root of the Tangle can spray a cloud of pollen at a single creature within 30 feet. It must make a +10 ranged touch attack to strike the target, who must then succeed on a DC 26 Will save or be entranced for 1d6 rounds. An entranced creature can take no action other than to move at its normal speed into a space within the yellow musk creeper’s reach, at which point an entranced creature remains motionless and allows the creeper to insert tendrils into its brain. This is a poison effect. The save DC is Constitution-based.
Whiplash (Ex) When the Root of the Tangle strikes an opponent with one of its tendrils, it may choose to perform an Awesome Blow combat maneuver as a free action.

Grand Lodge

Hey there Tinalles - how'd this section of the adventure go for you? As my PCs are allied with Mokmurian's forces, and this is one of the only parts of Xin-Shalast that likely cannot be allied to Karzoug, I expect they'll end up in the Tangle sooner or later, and this post is the most information I can find for it.

In particular, did you make a map for the Tangle or have any notable locations other than the 'original hotsprings beneath a cathedral of greenery'?


This went fine. I wound up creating four areas and using three of them. I will post notes below on all of them in a moment, one post per area. I'll include which maps I used and creature stats. The maps are not free to download, I'm afraid, so you'll need to be willing to plonk down a few bucks if you want to use these exact ones.

All of the maps were designed at 100px to the square; but in order to make the maps feel big and open, I reduced the number of pixels-per-square to 50px in my VTT, effectively quadrupling the size of the areas.

The Heart of the Tangle can perceive basically anything going on in the Tangle, as its vines extend throughout the area.

Feel free to modify any or all of this as you see fit.

When my PCs entered the Tangle, I had them roll 1d2 to choose either Tanglemere or The Hunt as their first encounter. They rolled 2 (The Hunt), so the Tanglemere encounter never got used.

They eventually met with the Heart of the Tangle, but were unwilling to accept its bargain; they slew Amarantha and the two yellow musk zombie stone giants, but opted to let the Heart of the Tangle live, reasoning that it would continue to be a hazard to Karzoug's forces, and they could always come back and finish it off later if they want.


Tanglemere

Map: The Drowning Pond, from the map pack Quick Encounters: Cursed Woods by Gabriel Pickard.

Description: The still waters of this pond mirror the surrounding vegetation perfectly. Faint traces of greenish mist form and dissolve throughout the area. A female figure sits quietly on the north shore, gazing into the dark waters.

Creatures: The advanced fungal nymph Oriuna rests on the moist earth of the pond's northern shore, dreamily watching the reflections in the water. Sometimes she will scry using the pond as her focus, but most often she drifts through her days in a long slow haze of lassitude.

Oriuna vaguely remembers being a normal nymph, but cannot recall how she came here exactly. This is her home now. She watches the waters, and knows no fear. If the party approaches peaceably, she is willing to speak with them. She can tell them of the vegepygmies who live deeper in the Tangle, for they pass by now and then. She knows of the Heart of the Tangle, for truly, it lies all around them, its roots and vines entwining the entire area.

If attacked, in round 1 Oriuna does three things: she activates her Blinding Beauty ability, uses her Poison Spore Cloud, and calls out for aid to the six will 'o wisps who dwell in the area. She is immune to fear, and has made them her allies. In later rounds she fights using her spells, retreating into the pond if possible.

I used the stock art for Oriuna and the Wisps. Hey, that sounds like a band name.

Oriuna Stats:
Oriuna CR 9
XP 6,400
Advanced fungal nymph (Pathfinder RPG Bestiary 217, 288, Pathfinder RPG Bestiary 4 116)
CN Medium plant (augmented fey)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +16
Aura blinding beauty (30 ft., DC 23)
--------------------
Defense
--------------------
AC 30, touch 26, flat-footed 23 (+9 deflection, +6 Dex, +1 dodge, +4 natural)
hp 100 (8d8+64)
Fort +19, Ref +21, Will +20
Defensive Abilities poisonous blood; DR 10/cold iron; Immune disease, mind-affecting effects, paralysis, poison, polymorph, sleep, stunning
--------------------
Offense
--------------------
Speed 20 ft., swim 10 ft.
Melee slam +10 (1d4+6)
Special Attacks create spawn, poison spore cloud, stunning glance
Spell-Like Abilities (CL 8th; concentration +17)
. . 1/day—dimension door
Druid Spells Prepared (CL 7th; concentration +12)
. . 4th—command plants (DC 19), scrying (DC 19)
. . 3rd—call lightning (DC 18), speak with plants, spike growth (DC 18)
. . 2nd—chill metal (DC 17), flame blade, resist energy, summon swarm
. . 1st—entangle (DC 16), faerie fire, liberating command[UC], obscuring mist, pass without trace, produce flame
. . 0 (at will)—detect poison, guidance, resistance, virtue
--------------------
Statistics
--------------------
Str 18, Dex 23, Con 26, Int 20, Wis 21, Cha 29
Base Atk +4; CMB +10; CMD 34
Feats Agile Maneuvers, Combat Casting, Dodge, Weapon Finesse
Skills Acrobatics +17 (+13 to jump), Diplomacy +20, Escape Artist +17, Handle Animal +17, Heal +13, Knowledge (nature) +16, Perception +16, Sense Motive +16, Stealth +17, Swim +23, Use Magic Device +20
Languages Aquan, Common, Giant, Plantspeech, Sylvan, Sylvan, Thassilonian
SQ fungal metabolism, inspiration, rejuvenation, unearthly grace, wild empathy +23
--------------------
Ecology
--------------------
Environment any ruins or underground
Organization solitary
Treasure standard
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Blinding Beauty (DC 23) (Su) Blind humanoids in 30 ft if they look at the nymph (Fort neg). Can suppress as a free action.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Create Spawn (Su) Creatures kiled by poison spore cloud rise as spawn in 24 hours.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Fungal Metabolism (Ex) Fungal creatures breathe, but they do not eat or sleep in the typical manner.
Immunity to Disease You are immune to diseases.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Inspiration (Su) Chosen creature gains +4 to Will saves and Craft/Perform checks while carries a mark of favor.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison Spore Cloud (1/day, DC 22) Fungal spores—inhaled; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d2 Con and fatigued for 1 minute; cure 2 consecutive saves. Cloud lingers for 10 rds. The save DC is Constitution-based.
Poisonous Blood (DC 22) Fungal blood or flesh—ingested; save Fort DC 22; frequency 1/minute for 6 minutes; effect 1 Dex and Str and nauseated for 1 minute; cure 2 consecutive saves. The save DC is Constitution-based.
Rejuvenation (Ex) Fungal creature resting or doing light activity regains 4 hp/day as long as contact with moist natural earth.
Stunning Glance (DC 23) (Su) As a standard action can stun one creature in 30 ft for 2d4 rds (Fort neg).
Swim (10 feet) You have a Swim speed.
Unearthly Grace (Su) This creature adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.
Wild Empathy +23 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Blight Wisp stats (6 of these):
Blight Wisp CR 7
XP 3,200
Male advanced will-o'-wisp (Pathfinder RPG Bestiary 277, 288)
CE Small aberration (air)
Init +15; Senses darkvision 60 ft.; Perception +19
--------------------
Defense
--------------------
AC 30, touch 28, flat-footed 18 (+5 deflection, +11 Dex, +1 dodge, +2 natural, +1 size)
hp 58 (9d8+18)
Fort +5, Ref +14, Will +11
Defensive Abilities natural invisibility; Immune magic
--------------------
Offense
--------------------
Speed fly 50 ft. (perfect)
Melee shock +18 (2d8 electricity)
--------------------
Statistics
--------------------
Str 5, Dex 33, Con 14, Int 19, Wis 20, Cha 18
Base Atk +6; CMB +2; CMD 29
Feats Alertness, Blind-fight, Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +23, Bluff +13, Escape Artist +23, Fly +33, Knowledge (history) +13, Knowledge (nature) +13, Perception +19, Sense Motive +7, Stealth +47 (+67 when immobile)
Languages Aklo, Common, Giant, Plantspeech, Thassilonian
SQ feed on fear
--------------------
Ecology
--------------------
Environment any swamp
Organization solitary, pair, or string (3-4)
Treasure incidental
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Darkvision (60 feet) You can see in the dark (black and white only).
Feed on Fear (Su) Any time a will-o'-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.
Fly (50 feet, Perfect) You can fly!
Immunity to Magic Immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.
Natural Invisibility (Ex) Extinguish natural glow as a move action, effectively becoming invisible.

Development: if the PCs kill Oriuna, the Heart of the Tangle takes notice and alerts the vegepygmies that they are hostile. If they treat peaceably with her, the Heart of the Tangle tells the vegepygmies to greet them likewise.


The Hunt

Map: Haunted Forest Path, also from Gabriel Pickard's Cursed Woods pack.

Description: The vegetation grows close together in this area, forming a thick canopy above. In the gloom below, you can make out phosphorescent fungi glowing at the base of the trees. Ahead, you can see short, humanoid figures armed with stone spears moving quietly through the ground, together with a pair of large cats who seem to obey their hand signals.

Creatures: This is a hunting party from Tanglefen Hollow, consisting of a group of vegepygmies together with a mated pair of dweomercats. They seek to kill a monster that has been threatening their village of late -- a bizarre creature shaped like an antelope, but possessed of an enormous toothy maw that opens all along its chest cavity. This beast has been snatching and killing incautious vegepygmies for the past few months.

The Screaming Antelope is lurking in the area. You can begin the encounter by having it pounce on something -- perhaps a vegepygmy, or perhaps a PC if one has strayed too far from the others.

Vegepygmy stats (8)

Dweomercat stats (2)

Stats for Screaming Antelope:
Veins of some orange fluid pulse visibly through the thin skin of this enormous antelope. Its entire torso opens up into a gaping maw as it charges, screaming with a woman's voice ...
--------------------
Screaming Antelope CR 9
XP 6,400
Screaming antelope
CN Large aberration (chaotic)
Init +10; Senses darkvision 60 ft., scent; Perception +22
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 17 (+6 Dex, +8 natural, -1 size)
hp 119 (14d8+56); fast healing 5
Fort +10, Ref +12, Will +10
--------------------
Offense
--------------------
Speed 60 ft.
Melee bite +17 (1d12+25 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks screaming pounce, swallow whole (AC 14, 11 hp)
--------------------
Tactics
--------------------
Before Combat Screaming Antelopes use their keen sight and sense of smell to stalk their prey from a distance.
During Combat At the start of combat, a Screaming Antelope charges its chosen target and screams immediately before leaping upon it, attempting to grab the target in its torso-mouth. On its next turn, it attempts to swallow the target whole and run away.
Morale Screaming Antelopes are hit-and-run predators who hunt by singling out weak individuals, grabbing them, and fleeing to digest their meal. They immediately flee if damaged or if they fail to swallow their target.
--------------------
Statistics
--------------------
Str 32, Dex 22, Con 18, Int 7, Wis 12, Cha 5
Base Atk +10; CMB +19 (+23 grapple); CMD 38 (42 vs. trip)
Feats Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Run, Skill Focus (Perception), Skill Focus (Stealth)
Skills Acrobatics +24 (+28 to jump with a running start, +36 to jump), Perception +22, Stealth +33
SQ leaping pounce
--------------------
Ecology
--------------------
Environment screaming antelopes dwell in the Tangle, a mutated jungle in the lost city of Xin-Shalast.
Organization solitary
Treasure none
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Grab (Large, Bite, Bite) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Leaping Pounce (Ex) When a Screaming Antelope charges, it may attempt a DC 30 Acrobatics check. If it succeeds, it leaps into the air. It may travel an additional 30 feet during its charge and gains a +1 on the attack roll for having higher ground.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage (the stats above include Power Attack).
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Screaming Pounce (DC 21) (Su) When a Screaming Antelope makes a charge attack, it can scream as a free action once at any point during the charge. Creatures within 60 feet of the antelope must make a DC 21 Will save or be paralyzed with fear for 1d4 rounds. A successful save reduces this to shaken for 1d4 rounds. This is a fear effect. The save DC is Constiution-based.
Swallow Whole (AC 14, 11 HP) (Ex) You can swallow smaller targets whole.

The Screaming Antelope is based on a creature from the game Kingdom Death. For artwork and to get a sense of the flavor, check the Screaming Antelope article on the Kingdom Death wiki. I made up these Pathfinder stats for the critter, whose signature move is to pounce on an outlying or separated creature, swallow it whole in the gaping maw that is its entire torso, and then run away.

Development: If the PCs assist the vegepygmies with their hunt, the village in Tanglefen Hollow will greet them with open arms. If they attack and kill the vegepygmies (or their dweomercats) they'll be hostile.


Tanglefen Hollow

Map: Tanglefen Hollow by Neyjour

Description: A village has been grown out of the tangled vegetation here. Houses made of enormous fungi cling to the sides of trees and squat on the moist ground. The occupants of the village prove to be short plant-people, who gesture excitedly to one another as you approach, but make no sound.

Vegepygmies cannot speak, except for plantspeech. The party can communicate with them using Tongues, Speak with Plants or telepathy. Other than that, their only option for communication is to play charades. The vegepygmies worship the Heart of the Tangle as a god.

The party's reception here will depend on how they acted during their first encounter with the denizens of the Tangle. If they were peaceful, then the vegepygmies welcome them, and urge them to meet their god (the Heart of the Tangle). If they were violent, then the vegepygmies flee before them, except for a handful who try valiantly to defend the path to the Heart of the Tangle.

Creatures: a bunch of vegepygmies.

Development: if the PCs opt to attack the village, there is no need to roll out the combat. These unmodified vegepygmies pose no threat to a party of high-level adventurers, who can easily slaughter the entire village without breaking a sweat. Most of them flee, scattering in all directions to vanish into the depths of the Tangle.


Tangleheart
Map: Degra's Offering by Neyjour

Description: Green light filters down through the thick vegetation above, filling this clearing with an eerie light. A pool of water lies at its center, still and dark, criss-crossed with vines the size of tree trunks. All around you enormous vines covered with yellow blossoms twine their way into the air, forming thick, verdant walls, and a round stone altar protrudes from the waters of the pool.

Creatures: this entire clearing is, effectively, the Heart of the Tangle. The PCs enter from the south west corner. The vegepygmies erected a stone altar to their god here; for game purposes, the Heart of the Tangle is the clump of vines just north of that.

Three more creatures are present, though not immediately obvious: the lamia matriarch Amarantha led a pair of stone giant minions into the Tangle not long ago to attempt to recruit the creature to Karzoug's service. She failed: the creature murdered her and her two minions, and turned them into yellow musk zombies. They drift below the surface of the pool now, waiting for their new master to direct them.

The Heart of the Tangle knows Thassilonian, but cannot speak except to other plants. When the party gets near the edge of the pool, it causes Amarantha to rise to the surface of the water and negotiate with them, using her to relay its words to them through her rotting vocal cords.

Though it is highly intelligent, the Heart of the Tangle is driven by its most primitive urges: it wants to spread, and has been stymied in that for millennia by the inhospitable climate surrounding it. It needs warmth and moisture to grow, but the dry, cold mountains around Xin-Shalast offer it no purchase. If the party proposes an alliance, it can provide yellow musk zombies from giants and other creatures that have fumbled their foolish way into the Tangle over the millennia. In exchange, it demands that the party take its seeds away from Xin-Shalast and plant them elsewhere in the world to grow and spread.

If they accept this bargain, it wants sureties. It has learned how to create spores that influence the behavior of humanoids. If the party will agree to inhale those spores it will make pact with them. In game terms, treat them as bound by a geas obligating them to spread the Tangle's seed across Golarion once they have dealt with Karzoug. This is a non-magical effect and thus cannot be dispelled, but it can be cleared with a Remove Disease spell and successful DC 26 caster level check. The Heart of the Tangle will know if the party removes its spores.

Assuming it comes to a fight, two fungal stone giants lurch out of the waters and it's on.

Portraits:

Amarantha

Fungal Horrors (formerly Stone Giants)

The Heart of the Tangle

Amarantha stats:
Amarantha CR 13
XP 25,600
Female advanced fungal lamia matriarch oracle 7 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 175, Pathfinder RPG Bestiary 4 116)
CE Large plant (augmented monstrous humanoid, shapechanger)
Init +10; Senses darkvision 60 ft., low-light vision; Perception +27
--------------------
Defense
--------------------
AC 34, touch 16, flat-footed 27 (+6 armor, +6 Dex, +1 dodge, +12 natural, -1 size)
hp 237 (19d8+140)
Fort +13, Ref +16, Will +18
Defensive Abilities poisonous blood; Immune immunity to befouled liquid, disease, mind-affecting effects, paralysis, poison, polymorph, sleep, stunning; SR 19
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft., swim 30 ft.
Melee +1 scimitar +23/+18/+13/+8 (1d6+10/15-20 plus 1 Wis drain on first hit each round) or
. . +1 scimitar +23/+18/+13 (1d6+10/15-20 plus 1 Wis drain on first hit each round) or
. . touch +20 (1d4 Wis drain)
Space 10 ft.; Reach 5 ft.
Special Attacks create spawn, poison spore cloud, wisdom drain (touch: 1d4 Wis drain)
Spell-Like Abilities (CL 12th; concentration +19)
. . At will—charm monster (DC 21), ventriloquism (DC 18)
. . 3/day—deep slumber (DC 20), dream, major image (DC 20), mirror image, suggestion (DC 20)
Sorcerer Spells Known (CL 6th; concentration +13)
. . 3rd (5/day)—haste
. . 2nd (7/day)—death knell (DC 19), invisibility
. . 1st (8/day)—cure light wounds, divine favor, mage armor, magic missile
. . 0 (at will)—dancing lights, daze (DC 17), detect magic, ghost sound (DC 17), mage hand, mending, prestidigitation
Oracle Spells Known (CL 7th; concentration +14)
. . 3rd (6/day)—bestow curse (DC 20), inflict serious wounds (DC 20), minor creation, communal resist energy[UC]
. . 2nd (8/day)—augury, barkskin, calm emotions (DC 19), grace[APG], inflict moderate wounds (DC 19)
. . 1st (8/day)—detect good, divine favor, endure elements, inflict light wounds (DC 18), murderous command[UM] (DC 18), obscuring mist, shillelagh (DC 18)
. . 0 (at will)—bleed (DC 17), create water, detect magic, light, mending, read magic, resistance
. . Mystery Wood
--------------------
Statistics
--------------------
Str 28, Dex 22, Con 25, Int 20, Wis 20, Cha 25
Base Atk +17; CMB +27; CMD 44 (can't be tripped)
Feats Dodge, Double Slice, Extend Spell, Greater Two-weapon Fighting, Improved Critical (scimitar), Improved Initiative, Improved Two-weapon Fighting, Power Attack, Two-weapon Fighting, Weapon Focus (scimitar)
Skills Acrobatics +21, Bluff +23, Climb +21, Diplomacy +16, Disguise +13, Intimidate +29, Knowledge (arcana) +24, Knowledge (Nature) +24, Linguistics +6, Perception +27, Spellcraft +27, Stealth +24, Swim +21, Use Magic Device +30; Racial Modifiers +4 Acrobatics, +4 Bluff, +4 Use Magic Device
Languages Abyssal, Aklo, Common, Draconic, Elven, Plantspeech (fungi), Sylvan, Thassilonian
SQ change shape (fixed Medium humanoid form; alter self), fungal metabolism, oracle's curse (putrid), rejuvenation, revelations (wood armor[UM], wood sight[UM], woodland stride[UM]), undersized weapons, woodland stride
Other Gear +1 scimitar, +1 scimitar
--------------------
Ecology
--------------------
Environment any land
Organization solitary, pair, or cult (3-6)
Treasure double (two +1 scimitars, other treasure)
--------------------
Special Abilities
--------------------
Change Shape (fixed Medium humanoid form; alter self) (Su) You can change your form.
Climb (30 feet) You have a Climb speed.
Create Spawn (Su) Creatures kiled by poison spore cloud rise as spawn in 24 hours.
Darkvision (60 feet) You can see in the dark (black and white only).
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fungal Metabolism (Ex) Fungal creatures breathe, but they do not eat or sleep in the typical manner.
Immunity to Befouled Liquid (Ex) Immune to the nauseated effects created by liquids your presence has befouled.
Immunity to Disease You are immune to diseases.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison Spore Cloud (1/day, DC 23) Fungal spores—inhaled; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d2 Con and fatigued for 1 minute; cure 2 consecutive saves. Cloud lingers for 10 rds. The save DC is Constitution-based.
Poisonous Blood (DC 23) Fungal blood or flesh—ingested; save Fort DC 23; frequency 1/minute for 6 minutes; effect 1 Dex and Str and nauseated for 1 minute; cure 2 consecutive saves. The save DC is Constitution-based.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Putrid Liquids in 10 ft. are fouled while near +1 hr., nauseate 1 rnd. if drunk. CL check to purify with magic.
Rejuvenation (Ex) Fungal creature resting or doing light activity regains 4 hp/day as long as contact with moist natural earth.
Spell Resistance (19) You have Spell Resistance.
Swim (30 feet) You have a Swim speed.
Undersized Weapons (Ex) The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Wisdom Drain (Touch: 1d4 Wis drain, DC 26) (Su) Attack causes Ability Drain
Wood Armor +6 (7 hours/day) (Su) +6 AC.
Wood Sight (7 rounds/day) (Su) As a move action, you can alter your vision to see through underbrush and plant growth that would normally grant concealment, up to a range of 60 feet (though darkness and other obstacles still may block your sight). At 7th level, you can use this ab
Woodland Stride (Ex) Move through undergrowth at normal speed.

Stats for Fungal Stone Giants:
Fungal Horror 1 CR 5
XP 1,600
Male stone giant deathspore zombie (Pathfinder Campaign Setting: Horror Realms 33, Pathfinder RPG Bestiary 151)
NE Large plant
Init +1; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 13, touch 10, flat-footed 12 (+1 Dex, +3 natural, -1 size)
hp 133 (14d8+70)
Fort +13, Ref +5, Will +4
DR 5/slashing
--------------------
Offense
--------------------
Speed 40 ft.
Melee greatclub +14/+9 (2d8+13) or
. . slam +13 (1d8+13 plus poison), 2 slams +13 (1d8+4 plus poison)
Ranged rock +5 (1d8+9)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 29, Dex 13, Con 19, Int —, Wis 10, Cha 14
Base Atk +10; CMB +20; CMD 31
Feats Toughness
Skills Acrobatics +1 (+5 to jump)
Languages Common, Giant
SQ deathspore toxin, staggered
Other Gear greatclub
--------------------
Ecology
--------------------
Environment temperate mountains
Organization solitary, gang (2-5), band (4-8), hunting party (9-12 plus 1 elder), or tribe (13-30 plus 35% noncombatants, 1-3 elders, and 4-6 dire bears)
Treasure standard (greatclub, other treasure)
--------------------
Special Abilities
--------------------
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Poison (DC 14) (Ex) Deathspore Toxin: Slam—injury; save Fort DC 14; frequency 1/round for 6 rounds; initial effect 1 Con drain; secondary effect 1d3 Dex; cure 2 saves
Staggered (Ex) Make only a single move or a single attack action each round.

The stats for the Heart of the Tangle are in the first post in this thread, above.

Development: If they strike the bargain with the Heart of the Tangle, then you'll need to decide what kind and how many yellow musk zombies it can provide to the cause -- and how long it is willing to wait before it activates the spores obligating the party to spread it across the world.

If they kill it, well ... the Tangle is still a lush, rich biome, and the rotting vines of the Heart of the Tangle will provide plenty of rich loam to grow new horrors ...

Grand Lodge

This is excellent work and even more than I'd hoped for, thank you so much! And double thank you for the formatting, as this will be a very helpful reference for when my party makes it here. The idea of the party spreading the Tangle's spores wasn't something that occurred to me at all, but given that one of my players plans to take over the Hook Mountain region for his retirement, and is looking for a way to revitalize the Shimmerglens, it brings up an excellent opportunity.

Thanks again.

Community / Forums / Pathfinder / Pathfinder Adventure Path / Rise of the Runelords / Stats for the Root of the Tangle All Messageboards

Want to post a reply? Sign in.
Recent threads in Rise of the Runelords