Hortinarch

Source: Alien Archive 3

CR: 11 XP: 12,800

— — —

Init.: +5 Senses: low-light vision Perception: +20

Defense

HP: 155 RP: 5

EAC: 23 KAC: 24

Fort: +12 Ref: +10 Will: +14; +2 vs. mind-affecting, paralysis, poison, polymorph, sleep, stunned

Offense

Speed: 30 ft.

Melee: advanced living staff +17 (4d6+13 B; critical bind)

Ranged: advanced rotating pistol +19 (4d4+11 P)

Offensive Abilities: None

Statistics

Str: +2 Dex: +5 Con: +2 Wis: +3 Int: +8 Cha: +0

Skills: Computers +25, Mysticism +20, Physical Science +25

Languages: Azlanti, Common, Hortaa

Gear: kasatha microcord IV, advanced living staff with 2 batteries (20 charges each), advanced rotating pistol with 16 small arm rounds

Ecology

Environment: any (Croban V)

Organization: solitary or pair

Special Abilities

<p><b>Atmospheric Alteration (Ex)</b> As a move action while in atmosphere, a hortus can spend 1 Resolve Point to release a mix of spores into the air. When it uses this ability, the hortus chooses a type of saving throw (Fortitude, Reflex, or Will) and whether to enhance or penalize that save. If it enhances, creatures within 20 feet gain a +2 enhancement bonus to saving throws of the chosen type for 1d4 rounds; if it penalizes, creatures within 20 feet take a –1 penalty to saving throws of the chosen type for 1d4 rounds. A creature can attempt a Fortitude save before the bonus or penalty is applied to ignore this effect. This is an inhaled poison effect.<br/><br/> <b>Limited Plant Benefits (Ex)</b> Despite being plant creatures, hortuses don’t gain the standard immunities associated with creatures of the plant type. Instead, they gain a +2 racial bonus to saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants.<br/><br/> <b>Slightly Poisonous (Ex)</b> A creature that hits a hortus with a bite attack must succeed at a Fortitude save or become sickened for 1d4 rounds.</p>

Description