Lumocantha

Source: Alien Archive 4

CR: 2 XP: 600

N Medium plant

Init.: +4 Senses: low-light vision Perception: +7

Defense

HP: 25

EAC: 13 KAC: 15

Fort: +6 Ref: +4 Will: +1

Offense

Speed: 10 ft., climb 10 ft.

Melee: None

Ranged: laser spines +10 (1d4+2 F; critical burn 1d4 F)

Offensive Abilities: None

Statistics

Str: +1 Dex: +4 Con: +2 Wis: +1 Int: -4 Cha: +0

Skills: Acrobatics +7, Athletics +7 (+15 to climb), Survival +12

Ecology

Environment: temperate and warm forests

Organization: solitary or colony (3–8)

Special Abilities

<p><b>Dye capsules (Ex)</b> A lumocantha’s center has many individual capsules filled with a corrosive dye that acts as a lasing medium. A creature adjacent to the lumocantha who hits it with a melee attack takes 1d4 acid damage and is stained by dye. An affected creature can attempt a DC 11 Reflex save to take half damage and avoid being stained. The lumocantha gains a +2 circumstance bonus on ranged attacks against creatures stained by this dye, even if the dye came from another lumocantha.<br/> <b>Laser Spines (Ex)</b> A lumocantha’s individual capsules are constantly lasing, and the creature makes attacks by squeezing a shutter-like fiber at the base of each spine to allow light through. This is a ranged attack that targets EAC, has a range increment of 60 feet, and does not provoke attacks of opportunity.</p>

Description