Razor Grass

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Razor Grass (CR 9)

One of the worst vegetable menaces in the wide world is no less awful because it is also one of the smallest.

Razor Grass is exactly what it sounds like, common grass. Except that razor grass is magical, and dislikes being eaten or walked on, intensely, and is sharp enough and animated enough to make sure that if you try to eat it, it eats you back.

The worst thing about razor grass is the fact that is nearly impossible to spot from a distance. Farmers have lost entire herds of cattle, their legs cut from beneath them and their bodies sliced into ground beef, without ever seeing a thing. And this in a nice field, with the grass no more than a foot high! Razor grass is incredibly fast moving for a plant, and in the right environment, telling the deadly grass from the haarmless grass is nearly impossible.

If razor grass is found near a settlement, drastic measures are taken, including burning all the grazing meadows. Nobody wants to get a grass infection going.



GENERAL

CR 9 Hit Dice 14

XP 6,400

N, Fine, Plant Universal_Monster_Rules#Swarms Swarm

Init +4; Senses tremorsense 60, Perception +14


DEFENSE

AC 28, touch 17, flat-footed 21 (+7 dex, +11 armor)

hp 160

Fort +12, Ref +8, Will +8 <swap as needed; only one strong save>

Aura: -

SR: - <19, if any>

Special Defenses: -

Immunities: -

Weaknesses: -


OFFENSE

Speed 30 ft. <adjust as needed; list other movement types here also>

Space / Reach: 5 ft. / 5 ft. <adjust as needed>

Single Melee <melee weapon> +15 (2d8+3/19-20x2)

or: Single Melee Bite +15 (2d8+1/x2)

Full Melee 2x <melee weapon> +15 (2d8+3/19-20x2)

or: Full Melee Bite +15 (2d8+1/x2), 2x Claws +15 (2d6/x2)

Ranged <optional ranged attack> +15 (2d8+3/x2)

Special Attacks <copy from source; only list ability names here; describe below>

Action Points 0 <common monsters never have action points, named monsters often have one.>


STATISTICS

Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX <copy from source>

Base Atk +9; CMB +17; CMD 30

Feats <pick one or two thematically relevant feats; avoid complicated ones.>

Skills <choose only if relevant, values around 1.5 x creature’s CR>

Languages <copy from source>


SPECIAL ABILITIES

<special abilities should have a save DC 19>

<special attack damage (standard action): 5d6>

<special attack damage (aoe’s, swift actions or inflicting status effects): 2d6+1>


<ability name>

<ability description>


<ability name>

<ability description>


TREASURE

sell value of approximately 4,000 gp


COMBAT TACTICS

<describe typical actions taken during combat here>