Elven Rope

Elven Rope CR 4

XP 1,200
N Large plant
Init –5; Senses Tremorsense 60 ft.; Perception –5

Defense

AC 9, touch 4, flat-footed 9 (–1 size, –5 Dex, +5 natural)
hp 34 (4d8+16)
Fort +8, Ref —, Will +2
Defensive Abilities Camouflage; DR 5/—; Immune plant traits

Offense

Speed 0 ft.
Melee slam +7 (1d8+7 + Grab)
Space 10 ft., Reach 10 ft.
Special Attacks Blood drain,

Statistics

Str 21, Dex —, Con 18, Int —, Wis 12, Cha 10
Base Atk +3; CMB +9; CMD 19 (can’t be tripped)

Ecology

Environment Deserts
Organization solitary
Treasure standard

Special Abilities

Blood Drain (Ex): An elven rope drains blood from a grappled opponent, dealing 1d4 points of Constitution damage each round it maintains the hold.

Camouflage (Ex): Elven ropes are difficult to distinguish from other, mundane cacti. Noticing an elven rope requires a Perception check (DC 20). Characters with ranks in Survival or Knowledge (nature) can use those skills instead of Perception to notice the plant.

Tremorsense (Ex): Elven ropes have no visual organs but can sense approaching foes by their vibrations.

Description

This plant is a twisted patch of reddish vines covered with hollow needles. An elven rope is a predatory cactus found in Athas‘s wastes. The plant‘s tendrils are covered with hollow needles that suck blood from its prey. The main body of the plant lies a foot underground, so that only the spiny tendrils are visible above the surface of the sand. Combat An elven rope lashes out at creatures unfortunate enough to approach without noticing the plant. Most often, the cactus ensnares an animal, though humanoid prey is easy enough for it to consume. The spines of an elven rope drain the entrapped creature‘s blood down underground, into the body of the plant.

Elven Rope Nets Gladiators often employ nets made of elven rope tendrils in the arena. A net made from elven rope costs 50 Cp, has an Escape Artist DC of 23, can be burst with a Strength check (DC 28), has hardness 4, and has 5 hit points. Creatures attempting to escape such a net (using either an Escape Artist check or a Strength check) take 1d6 points of piercing damage with each attempt.

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