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Doldrums Heap

Creature 9 — amphibious, plant

AnvilSnareAQUATICLANDVERTICALplant

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; wavesense 120 feet
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 (reach-15) +21, Damage 2d12+10 bludgeoning plus Grab

Abilities

Wavesense (Precise) 120 feet — This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.
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

The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
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

WORKS WELL WITH

SniperLAND / AQUATICWhile the heap grabs and repositions targets within its reach, a ranged attacker can focus fire on immobilized targets without provoking a Reactive Strike.
WeaverLAND / AQUATICTargets held Grabbed or Restrained struggle to reposition away from a caster's save-based effects, letting control spells land more reliably.
ShadeLAND / AQUATICThe illusory mirage spores draw attention to the heap's disguised bulk, letting an ambush striker close distance unnoticed.

PUNISHES

✖ clumping✖ melee overextension✖ standing still near reach
Avoid pairing with another Anvil; the encounter doesn't need two damage sponges soaking the party's actions.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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