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Strangleroot

In the shallowest parts of the Darklands, roots sometimes break through cavern ceilings, dangling from above like living stalactites. The most deep-seated of these roots belong to carnivorous trees that draw sustenance not only from the soil, but from the blood of the creatures that wander beneath them. When people on the surface encounter a tree whose leaves are an out-of-season autumnal red, they’re likely unaware that, somewhere deep underground, the tree’s roots have snared a hapless Darklands creature and are draining its blood.

Darklands inhabitants who live beneath strangleroot forests learn to keep their eyes on the ceiling, where strangleroot taproots lurk. They also watch for desiccated corpses, either strewn about the floor or suspended from the ceiling by hanging roots.

Elite | Normal | Weak
Proficiency without Level

Elite StranglerootCreature 8

Uncommon Large Mindless Plant 
Source Pathfinder #225: Vaultlines pg. 237
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 26 (includes +2 from Uncommon) • Plant (Nature)
Perception +16; no vision, tremorsense (precise) 60 feet
Skills Athletics +20, Stealth +19
Str +6, Dex +4, Con +5, Int -5, Wis +1, Cha -5
AC 24; Fort +20, Ref +16, Will +13
HP 165; Immunities bleed, mental, unconscious, visual; Weaknesses fire 10, slashing 5
Blood Engorged When the strangleroot is first encountered, it isn't usually blood engorged. When the strangleroot uses Drain Blood, it becomes blood engorged for 1 hour or until it uses Blood Spray, whichever comes first. While blood engorged, the strangleroot turns red and loses its immunity to bleed damage.
Speed 0 feet; see Retract
Melee [one-action] roots +19 [+14/+9] (reach 15 feet), Damage 2d6+2+10 bludgeoning plus Improved GrabBlood Spray [two-actions] (poison) Requirements The strangleroot is blood engorged; Effect The strangleroot sprays sap-poisoned blood in a 20-foot emanation. Each creature in the emanation takes 6d10 poison damage with a DC 27 basic Reflex save. Afterward, the strangleroot is no longer blood engorged.Drain Blood [two-actions] Requirements The strangleroot has a creature restrained; Effect The restrained creature takes 3d10 bleed damage and becomes drained 1. The strangleroot regains HP equal to the bleed damage dealt and becomes blood engorged. The strangleroot doesn't gain Hit Points from draining a creature that's already drained, but the creature's drained value increases by 1, killing them when they reach drained 5. A creature's drained condition decreases by 1 per hour.Haul Up [one-action] Requirements The strangleroot has a Large or smaller creature grabbed; Effect The creature must succeed at a DC 27 Fortitude save or it's pulled up to 15 feet upwards and becomes restrained.Retract [two-actions] Requirements The strangleroot doesn't have a creature grabbed or restrained; Effect The strangleroot retracts its dangling roots into the ceiling or re-extends its roots. While retracted, the strangleroot can't be targeted by attacks or effects, and it can't take any action except to extend its roots, reappearing in another space within 15 feet of the space it left. If a creature digs through 1 foot of the earth and stone, it removed the earthen layer protecting the strangleroot; the strangleroot is no longer retracted and can't use Retract again.

Sidebar - Additional Lore Slow Digestion

Strangleroots might strike with lightning speed, but they have the patience of a slow-growing tree. Once they have a victim trussed up tight, they rarely drain all its blood at once; rather, they do so over the course of hours or days. They accelerate their feeding only to kill a troublesome captive or to engorge themselves, lacing their meal’s blood with a poisonous sap as a deterrent against hostile creatures.

Shelyn's Corner

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