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There is a Legacy version here.

Wemmuth

Fertilized by large quantities of spilled blood, such as that found on bloodstained battlefields or in the war-torn regions surrounding besieged cities, wemmuths are vile swaths of vines that draw sustenance from mortal suffering, lapping up blood like water. They possess a rudimentary intelligence and an unquenchable thirst for blood, lying in wait for most of their lives and growing to incredible size in the bloody soil of their grisly homes. A wemmuth's body comprises vines that are scarcely thicker than rope, and a single adult wemmuth system consists of six tons of vines, enough to stretch for 6,000 feet if laid out from end to end in a single straight line. Wemmuths never orient themselves this way, however, instead preferring to wrap themselves into massive mounds approximately 15 feet across and equally thick. The creature condenses its entire mass into a sphere of sharp thorns and lashing vines, resembling a hateful tumbleweed the size of an elephant. Wemmuths commonly dig up massive boulders or entire trees from the ground and incorporate them into their rolling mass, using these objects to bolster their defense against many forms of attack or to hurl at faraway foes with terrifying precision.

Some speculate that wemmuths are a form of diabolical corruption let loose upon Golarion by House Thrune of Cheliax, perhaps as a scorched earth tactic against their rivals. Influential nobles from Nirmathas and Molthune both point fingers at one another for the wemmuth's creation, Nirmathas citing Molthune's close ties to infernal Cheliax and Molthune blaming the primal magic commonly employed by Nirmathas's many druids and rangers. Several Varisian tales describe creatures closely matching the wemmuth's description attempting to apprehend a famous folk trickster, while crusaders from Mendev adhere to the belief that the wemmuths were a blight unleashed upon Golarion by Deskari, former demon lord of locusts, before his defeat at the hands of mortal heroes.

Recall Knowledge - Plant (Nature): DC 34
Unspecific Lore: DC 32
Specific Lore: DC 29

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite WemmuthCreature 16

Huge Plant 
Source Monster Core 2 pg. 354
Perception +27; darkvision, tremorsense (imprecise) 60 feet
Languages Aklo, Fey; (can't speak any language)
Skills Athletics +31, Deception +30, Stealth +32, Survival +29
Str +8, Dex +6, Con +6, Int -2, Wis +4, Cha +2
AC 39; Fort +29, Ref +29, Will +26
HP 355; Weaknesses cold 20, slashing 15
Speed 25 feet, burrow 25 feet, climb 25 feet
Melee [one-action] vine +31 [+26/+21] (deadly d12, reach 15 feet, sweep), Damage 4d12+2+10 bludgeoning plus Improved GrabRanged [one-action] boulder +29 [+24/+19] (fatal d12, range increment 60 feet), Damage 4d10+2+10 bludgeoningBlood Leech Trigger The wemmuth deals damage to a creature with Constrict [reaction] Effect The wemmuth heals a number of Hit Points equal to half the total damage dealt by Constrict.Constrict [one-action] 2d12+10 bludgeoning, DC 38Engulf [two-actions] DC 38, 4d8 bludgeoning, Escape DC 35, Rupture 36Thorny Mass Whenever a creature within 10 feet attempts a melee attack against a wemmuth or uses Acrobatics to Tumble Through its space, that creature takes 1d12+10 piercing damage (DC 38 basic Reflex save).

Sidebar - Additional Lore Wemmuth Treasure

Wemmuths have little interest in using magical items or accumulating treasure out of a sense of greed, but they are smart enough to understand that a few well-placed trinkets and baubles work amazingly well as lures

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