
Azothath |
Cladium Tumba, Mother (grave-sedge, widow’s needles, numbs-nails)
NN Med plant (grass) CR 3 XP 800
Init +2; Senses low-light vision, tremorsense 30ft; Perception +1
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natl)
hp 26 (4d8+8)
Fort +6, Ref +4, Will -2
DefQ DR:2/slashing Immun: plant immunities
OFFENSE
Speed 10 ft, burrow 5 ft (soil)
Melee natural blades +5, +3, +3, +3(1d4+2 c20 *2 P plus numbing poison, bleed, blood feed) {primary}, sniping at -20 Stealth.
Space 5 ft.; Reach 10 ft. clump Ht 24-36”, diam 48”, Wt 60-80 lbs.
STATISTICS
Str 14(+2), Dex 14(+2), Con 14(+2), Int 2(-4), Wis 2(-4), Cha 6(-2)
BAB(0.75) +3, sz +0; CMB +5; CMD +17 {cannot be tripped}
Feats Weapon Finesse, Ability Focus(poison)B, Multiattack,
Skills(4) PerceptionC +1(2), StealthC +15(2).
Languages none.
Mag Itm Slots (none).
Racial Modifiers +4 natl AC, +8 Stealth in grassy area of Swamp or Plains.
Bleed (Ex) wounds bleed at 1 hit point per round for up to 1 min. Hit point loss is not felt if local numbing poison is active(failed save). On a critical hit bleed rate increases to 2/r.
Blood Feed (Ex) the creature heals the initial bleed damage inflicted to a creature as part of the attack. Hit points in excess of its natural maximum become temporary hit points up to (HD*(1+ Con bns, minimum 1))=12 which persist for up to 1 hour and then fade. Temporary hit points above the maximum storage amount are lost.
Local Numbing Poison (Ex) (injury, 1/r for 3r, Fort 16 else area numb 1d4+8 min and 1 Dex damage, cure 1 sv to negate for each round. The plant has 6 doses available and can generate 1 dose per 4hrs of sunlight.
Stolon Cooperation (Ex) The ‘mother’ plant can coordinate ‘clones/daughters’ cooperatively. Within 20ft the commands are immediate, 21-30ft they have a 1r delay, 31-40ft they have a 1d4+1r delay. The mother can exchange up to 4 HPs per round with an adjacent daughter.
ECOLOGY
Environment wet habitats, swamp.
Organization solitary or with 4-8 standard Cladium Tumba.
Treasure as collected herb 5gp per plant (alive & deep potted it brings 10gp).
Cladium tumba is a pernicious semitropical to tropical wet adjacent environment plant. Grave-sedge attempts to pierce the appendages of creatures that walk or graze in its area to enrich the soil with blood so it can it can reproduce via tall inflorescence stalks. It is also herbally collected for its valuable numbing properties.
If seriously threatened or burned the plant withdraws 2 ft into the soil to wait out the fire and must be dug out to be permanently destroyed.
Mother grave-sedge is a larger mature plant that has survived several seasons and reproduces several small plants through runners. It has considerable reach and can abandon stealth to bring down a large protein & nitrogen source using its small plants and multiple coordinated attacks making it far more deadly than the normal grave-sedge.
Tactics typical passive trap tactics, attempts Stealth 1/hr & waits. The plant avoids attacking any animal/living mobile creature clad in metal, with an obvious high natural armor rating, exhibiting non-natural effects(magic(such as magical flight), obvious aberrations, outsiders, undead, energy effects).
see also Azothaths Homebrew: Cladium Tumba Plant CR:0.25
=== Azothath ===

Azothath |
=== posts ===
Spell: Discorporation:C0
Spell: Celestial Healing:C1{rework}
Spell: Twilight Knife:K2 {rework}
Spell: Lsr Shadow Walk:I3
Magic Item: Candy Surprise $50.
Monster: Barkgator CR:1 {note the natural coloration}
Monster: Cladium Tumba CR:3
Monster: Helminth Swarm CR:3
Monster: Worm that Inhabits CR:15
Weapon: Automatic Crossbows $1350.
Poison(mythic/silly): Swansong Poison {priceless}
Purchased Mounts Purchased Horses
Special Material: Hagcloth
Feat: Arithmancy{rework, Digital Roots process}
Feat: Sacred Geometry {rework using Digital Roots & see 13th post}
Feat: Combat Expertise{rework} see Def Wpn Training {rework}
Feat: Defensive Weapon Training{rework} see Combat Expertise {rework}
Sense: Spiritsense (Su)