Seed Walker

Source: Starfinder #24: The God-Host Ascends

CR: 14 XP: 38,400

N Large plant

Init.: +4 Senses: blindsense (vibration) 60 ft., darkvision 60 ft., low-light vision Perception: +25

Defense

HP: 250

EAC: 28 KAC: 30

Fort: +18 Ref: +12 Will: +16

Offense

Speed: 30 ft., climb 30 ft.

Melee: slam +27 (4d6+22 B & A)

Offensive Abilities: detachable roots, seed mines

Statistics

Str: +8 Dex: +2 Con: +6 Wis: +0 Int: +4 Cha: -2

Skills: Athletics +25, Stealth +30, Survival +25

Ecology

Environment: temperate and warm hills, forests, and plains

Organization: solitary or pair

Special Abilities

<p><b>Detachable Roots (Ex)</b> A seed walker can detach its roots to constrain prey. When a seed walker succeeds at a grapple combat maneuver, the target takes 3d12 bludgeoning damage, and as a swift action, the seed walker can detach the root used to make the attack, allowing it to move and attack normally. A detached root continues to squeeze the target, imparting the grappled condition and dealing an additional 3d12 bludgeoning damage at the end of the target’s turn if the target has yet to escape. A target can free themself with a successful DC 30 Acrobatics check to escape or a successful DC 22 Strength check to burst the root. A root has an AC of 10, 30 Hit Points, and hardness 10.<br/> <b>Seed Mines (Ex)</b> In a process that takes 10 minutes, a seed walker can plant up to eight hidden, explosive seeds at grid intersections within 60 feet of itself. The seed walker rolls a single Stealth check for all eight mines; the result of this check is the DC of the Perception check needed to spot one of them before it detonates. A creature must be within 20 feet of the seed mine to be able to notice it. Once spotted, a seed mine can be targeted with attacks and spells (though it is immune to area effects); it has the same EAC and KAC as the seed walker. Any damage dealt to a seed mine causes it to explode. In addition, a seed mine detonates whenever a creature comes within 5 feet of its grid intersection. This explosion occurs in a 10-foot burst and deals 8d6 acid and piercing damage (DC 20 Reflex half). A creature that fails the Reflex save also takes 4d6 acid damage at the end of its turn for 4 rounds. If a seed walker moves more than 200 feet from these mines, they become inactive.</p>

Description