Doldrums Heap
Creature 9 — amphibious, plant
Though most sargassum heaps divide once they grow too large, occasionally a heap will continue to grow indefinitely. These "doldrum heaps" can tangle and immobilize ships, tearing them apart or feasting on the hapless passengers. A sargassum heap is a mass of semi-intelligent seaweed that floats through the ocean, luring in its victims with hallucinogenic spores. Those affected by the spores are drawn towards the heap, envisioning their heart's desire. This might be a lost loved one, a child in
Source: pathfinder-monster-core
Perception +15
Skills athletics +21, stealth +18
Str
+6
Dex
+4
Con
+5
Int
-4
Wis
+2
Cha
+0
AC 16
Fort +21
Ref +18
Will +15
HP 300
Immunities critical-hits, precision, unconscious
Resistances cold 10
Weaknesses slashing 10
Speed 20 feet, climb 20 feet, swim 40 feet
Offense
Melee Tendrils +21, Damage 2d12+10 bludgeoning
Abilities
Wavesense (Precise) 120 feet — Wavesense
Mirage Spores (aura, incapacitation, mental) — 300 feet.
The sargassum heap constantly produces a field of hallucinogenic spores that causes those affected to see the monster as whatever they desire most. Each creature within the emanation must succeed a DC 27 Will save or become Fascinated with the sargassum heap and compelled to move toward it on the creature's turn. Creatures fascinated this way are also Off-Guard. If the sargassum heap attacks, the fascinated condition ends only for the creature that is attacked. On a successful save, a creature is temporarily immune to mirage spores for 24 hours.
Constrict — 1d12+10 bludgeoning, DC 28 Fortitude
Constrict
Draw In — The doldrums heap attempts to Reposition up to three creatures it has Grabbed or Restrained. These attempts neither apply nor count toward the heap's multiple attack penalty.
It can move them into its own space, dealing 1d12+10 bludgeoning damage.
Grab — Grab
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