Archives of Nethys

All Creatures
Abilities | Filter | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z

PFS StandardYellow Musk Brute

A creature transformed by a yellow musk creeper's tendrils boring into its brain becomes a yellow musk thrall if it's Small or Medium, or a yellow musk brute if Large (a Small creature becomes a Small thrall rather than a Medium one). The transformation takes 1 hour. A yellow musk thrall takes only the most rudimentary of actions: bringing the yellow musk creeper water and new creatures to infest. After a few days (or if the creeper dies), the thrall wanders off into the wilderness and falls dead within 24 hours. The body of a deceased thrall sprouts a new yellow musk creeper within hours of its death, becoming a fully grown plant within 24 hours.

Recall Knowledge - Plant (Nature): DC 16
Unspecific Lore: DC 14
Specific Lore: DC 11

Elite | Normal | Weak
Proficiency without Level

Yellow Musk BruteCreature 2

Source Bestiary 2 pg. 301 2.0
Perception +4; low-light vision
Skills Athletics +9
Str +5, Dex -3, Con +4, Int -5, Wis +0, Cha -2
Slow A yellow musk brute is permanently slowed 1 and can't use reactions.
AC 15; Fort +10, Ref +3, Will +6
HP 45; Immunities mental; Weaknesses fire 10
Entangling Tendrils (aura Entangling Tendrils) 5 feet. Grasping tendrils extend out from the brute. When the brute ends its movement next to a creature, or a creature ends its turn next to the brute, that creature must succeed at a DC 15 Reflex save or be grabbed by the tendrils.
Speed 25 feet
Melee fist +11 [+6/+1] (reach 10 feet), Damage 1d12+5 bludgeoning plus Improved Push 5 feetLimb Extension Trigger The yellow musk brute is reduced to 15 HP or fewer; Effect Creeper tendrils tear through the brute's limbs, causing its forearms to tear loose. The brute's melee reach increases by 5 feet.Pollen Touch When the brute strikes a creature, that creature is exposed to yellow musk creeper pollen. The affected creature must attempt a DC 15 Will save. Once a creature succeeds at any save against Spray Pollen, it becomes temporarily immune for 24 hours.
Success The creature is unaffected.
Failure The creature is fascinated. For as long as it is fascinated, it must spend each of its actions to move closer to the yellow musk creeper that spawned the brute as expediently as possible, while avoiding obvious dangers. If the creature is adjacent to the yellow musk creeper, it stays still and doesn't act.
Critical Failure As failure, but the condition doesn't end automatically. The creature can attempt a new save at the end of each of its turns. On a success, the fascinated condition and other effects end.

Sidebar - Advice and Rules Recovery from Thralldom

A creature that's transformed into a yellow musk thrall or brute doesn't die right away, although it no longer retains its personality, memories, or abilities as long as it exists as a thrall. Within the first few days after its transformation, a thrall or brute can be restored to its normal life with any magical effect that can remove disease or a 1-hour procedure that requires a successful DC 22 Medicine (expert) check and deals 2d6 slashing damage to the thrall or brute.

All Monsters in "Yellow Musk Creeper"

Yellow Musk Brute2
Yellow Musk Creeper2
Yellow Musk Thrall-1

Yellow Musk Creeper

Source Bestiary 2 pg. 300 2.0
This entry did not have a separate description for the family.