Library / Bestiary

Tendriculos

CR 6.00 Plant N Huge HD 9
This plant's thick trunk is capped by a crown of wide leaves, whipping vines, mushrooms, and a ravenous purple maw.

A tendriculos is a creature brought into being through a corruption of nature, often where foul magic has seeped into the environs for many years, or where the boundaries between the Material Plane and the mysterious realm of the fey have worn thin. Tales and myths speak of arcane manipulation from other planes, while others speak of a tendriculos as being the manifestation of an angered spirit of nature.

A voracious carnivore, the tendriculos is an active hunter when it needs to be but it prefers to rely on ambush tactics, choosing well-traveled areas in the forest where it can lie in wait in the undergrowth. The creature is quick to swallow any prey it happens to catch in its vines, relying upon the acid-filled reservoir in its trunk to finish off prey that may still have a bit of fight left in it. This acid not only consumes organic material with shocking ease, but also contains a powerful paralytic enzyme that further reduces a creature's chance of escape once it's been gulped down by the plant.

Although incapable of speech itself, the tendriculos generally understands a handful of words in a single language (usually Sylvan). While they tend to see all smaller creatures as nothing more than food, tales exist of certain creatures, particularly fey or druids, having secured a sort of alliance with local tendriculoses. In such cases, the tendriculos is more than willing to serve its ally as a guardian, so long as the ally is diligent at providing the plant with a regular supply of food.

The fact that a tendriculos displays a curious mix of plant, fungal, and even animal traits (in the form of its almost fleshy, toothed maw) has long intrigued sages. That the creature is a plant is firmly established, yet it lays egg-like spheres when the need to reproduce strikes. These “eggs” are in fact massive, puffball-like fungi filled with spores—when jostled, the cloud of spores that is released can carry for miles, ensuring that a single tendriculos can seed a huge territory.

A tendriculos is 20 feet tall and weighs 3,500 pounds.

HP
76 (9d8+36); regeneration 10 (bludgeoning or fire)
AC
19, touch 7, flat-footed 19 (-1 Dex, +12 natural, -2 size)
Init
+3
Speed
20 ft.
Fort
+10
Ref
+4
Will
+4
BAB
+6
CMB
+15 (+19 grapple)
CMD
24 (can't be tripped)
Melee
bite +11 (2d6+7 plus grab), 2 tentacles +6 (1d6+3 plus grab)
Space
15 ft.
Reach
15 ft.
Racial Modifiers
+8 Stealth in undergrowth
str
24
+7
dex
9
-1
con
18
+4
int
3
-4
wis
8
-1
cha
3
-4

paralysis (3d6 rounds, DC 18)

swallow whole (2d6 acid damage plus paralysis, AC 15, 7 hp)

Universal Monster Rules

Grab
Grab (bite, tentacles) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Swallow Whole (2d6 acid damage plus paralysis, AC 15, 7 hp) Ex from Universal Monster Rule
If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. Being swallowed causes the target to take damage each round. The amount and type of damage varies and is given in the swallowing creature's statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature's total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker's mouth, where it may be bitten or swallowed again.
Paralysis (3d6 rounds, DC 18) Ex from Universal Monster Rule
This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw (DC 10 + 1/2 the paralyzing creature's racial HD + the paralyzing creature's Con modifier; the DC is given in the creature's description). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown. The duration of the paralysis varies and is included in the creature's description.

Feats, Traits & Items

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Skill Focus (Stealth) from Feat

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Calculated: +3 Skill Bonus

Perception +7, Stealth +1 (+9 in undergrowth)

Details
Type
Plant
Alignment
N
Size
Huge
Environment
temperate or warm forests
Organization
solitary, pair, or grove (3-6)
Treasure
standard
Senses
low-light vision; Perception +7
Languages
Sylvan (cannot speak)
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
5 House/Core
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