Flame-Spawned Tendriculos CR 8
Always Neutral Huge Fire Elemental
Init 0 (0 dex)
AC 19 FF 19 Touch 8
(-2 size, 11 natural)
HD: 9
HP: 94 (9d8
Fort 12 Ref +3 Will +2
Speed 20ft
Base Atk +6 Grp +23
Attack: Bite +13 2d8
9 (2d6 fungal)
Full Attack: Bite +13 2d8
9 (2d6 fungal), 2 Tendrils +8 1d64 (2d6 fungal)
Space 15 ft. (3 squares) Reach 15 ft. (3 squares)
Abilities Str 28(
9) Dex 11(0) Con 22(6) Int 3(-4) Wis 8(-1) Cha 3(-4)
Total Feats: 4
Skill Points: 12
Skills: Hide 3, Listen +2, Move Silently +3, Spot +2
Improved Grab(Ex): To use this ability, a tendriculos must hit a creature at least one size smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the opponent in the following round. A tendriculos can also use its improved grab ability on a tendril attack. If it wins the grapple check, it establishes a hold, picks up the opponent, and transfers it to the mouth as a free action, automatically dealing bite damage.
Swallow Whole/Paralysis(Ex): Fortitude save DC 20(
4 HD, 0 Racial, +6 Con, +0 Feat) avoids paralysis.
A tendriculos can try to swallow a grabbed opponent by making a successful grapple check. Once inside the plant’s mass, the opponent will be paralyzed for 3d6 rounds by the tendriculos’s digestive juices, taking 2d6 points of acid damage per round. A new save is required each round inside the plant. A swallowed creature that avoids paralysis can climb out of the mass with a successful grapple check. This returns it to the plant?s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the tendriculos?s interior (AC 10 + 1/2 natural armor). Once the creature exits, the plant’s regenerative capacity closes the hole; another swallowed opponent must cut its own way out. A Huge tendriculos’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Regeneration(Ex): Bludgeoning weapons and acid deal normal damage to a tendriculos. A tendriculos that loses part of its body mass can regrow it in 1d6 minutes. Holding the severed portion against the mass enables it to reattach instantly.
Damage Reduction(Su): 10/magic
Darkvision(Ex): Darkvision up to 60ft.
Immunity to Fire(Ex): Immunity to Fire
Vulnerability to Cold(Ex): Creatures vulnerable to cold take half again as much (
50%) damage as normal from cold, regardless of whether the saving throw is allowed, or if the save is a success or failure.
Fungal(Ex): Reflex save DC 20(4 HD, +0 Racial, +6 Con, +0 Feat)
This creature deals 2d6 fungal damage with any natural attack. Those hit must succeed on a Reflex save or grow fungus. Fungus grows for 1d4 rounds. Fungaled creature can take a move action to remove growing funfus. Creatures hitting a fungaled creature with natural weapons or unarmed attacks take fungal damage the same as if being hit by the fungaled creature as above.
Fungal Aura(Ex): Fortitude save DC 20(
4 HD, +0 Racial, +6 Con, +0 Feat)
Anyone within 5 feet of a creature with fungal aura must succeed on a Fortitude save or take fungal damage each round from the intense heat. The amount of damage equals the fungal damage dealt by the creature’s natural attack.


Bat Swarm
Size/Type: Diminutive Animal (Swarm)
Hit Dice: 3d8 (13 hp)
Initiative: 2
Speed: 5 ft. (1 square), fly 40 ft. (good)
Armor Class: 16 (
4 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +2/—
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, wounding
Special Qualities: Blindsense 20 ft., immune to weapon damage, low-light vision, swarm traits
Saves: Fort +3, Ref +7, Will +3
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills: Listen +11, Spot +11
Feats: Alertness, Lightning Reflexes
Environment: Temperate deserts
Organization: Solitary, flight (2-4 swarms), or colony (11-20 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

A bat swarm is nocturnal, and is never found aboveground in daylight.

A bat swarm seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.
Distraction (Ex)

Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Wounding (Ex)

Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
Blindsense (Ex)

A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment).

A bat swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.



Nox Arcana Hephaestos Hephaestos