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Evil Seaweed

A carnivorous plant monster from the Realm of the Deep?, captured and tamed by the PCs.

General information

The evil seaweed is a plant creature with the ability to regenerate from even a small piece. The player characters captured a piece of the plant while adventuring in that realm, and brought it back to their Acheron base, housing it in the aquarium there.

Kai tamed and trained the seaweed, and it now serves as a guard. The creature obeys orders to attack or not attack certain creatures, to stand (float?) guard, etc. It consumes food equal to one Medium animal (or sufficiently similar fleshy creature—it doesn’t eat elementals, etc.) per week, or equivalent in smaller food.

The evil seaweed resembles a large tangle of kelp, shaped roughly like a jellyfish, 9 feet long and 4 to 5 feet in diameter. Its coloration varies depending on the natural colors of its surroundings.

The evil seaweed can be summoned with a summon nature’s ally VII spell.

Combat Statistics

Show combat statistics

Evil seaweed

NE Large plant

Init +6; Senses blindsight 100 ft.; Listen +0, Spot +0

Defense

AC 21, touch 11, flat-footed 19 (–1 size, +2 Dex, +10 natural)

hp 100 (11d8+49); regeneration 4 (acid)

Fort +10, Ref +5, Will +3

Immune plant traits, cold, bludgeoning; Resist fire 20

Defensive Abilities camouflage (+10 to Hide)

Offense

Speed 20 ft., swim 60 ft.

Melee 4 tendrils +13 (1d8+5/19-20 plus grab)

Grapple +18

Space 10 ft.; Reach 5 ft.

Spell-Like Abilities (CL 11th, Concentration +3)

  • 3/daydispel magic, entangle
  • 1/dayconfusion, displacement

Statistics

Str 20, Dex 15, Con 17, Int 6, Wis 11, Cha 12

Base Atk +8

Feats Improved Critical (tendril), Improved Initiative, Power Attack, Weapon Focus (tendril)

Skills Climb +9, Hide +3, Move Silently +10, Swim +16

Languages none

Special Abilities

Blindsight (Ex)
The evil seaweed's blindsight ability is based on sound vibrations in water (much like a dolphin’s), and a silence spell negates it, forces the seaweed to rely on its vision (which is as good as a human’s).
Camouflage (Ex)
The evil seaweed can change its coloring to match its environment, gaining a +10 competence bonus on Hide checks.
Regeneration (Ex)
Acid attacks deal normal damage to the evil seaweed.
Skills
Due to its stealthy nature, the evil seaweed has a +6 racial bonus on Move Silently checks. The evil seaweed has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered.