Hortus
Source: Alien Archive 3
CR: 2 XP: 600
NG Medium plant
Init.: +0 Senses: low-light vision Perception: +7
Defense
HP: 25 RP: 3
EAC: 13 KAC: 15
Fort: +6 Ref: +4 Will: +1; +2 vs. mind-affecting, paralysis, poison, polymorph, sleep, stunned
Offense
Speed: 30 ft.
Melee: tactical pike +10 (1d8+4 P)
Ranged: tactical semi-auto pistol +7 (1d6+2 P)
Offensive Abilities: None
Statistics
Str: +2 Dex: +0 Con: +4 Wis: +1 Int: +1 Cha: +0
Skills: Engineering +7, Medicine +7, Physical Science +12
Languages: Azlanti, Common, Hortaa
Gear: graphite carbon skin, tactical pike, tactical semi-auto pistol with 18 small arm rounds
Ecology
Environment: any (Croban V)
Organization: solitary, pair, or expulsion (3–16)
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>