Vigilant Kelp
Aquatic Watchman Child of the Briar (+4 RHD, Kelp Variant) - CR 4
Size/Type: Tiny Plant (Aquatic)
Hit Dice: 6d8 (30) + 18 (CON) = 48 HP
Initiative: +3 (DEX)
Speed: 30 ft., Climb 10 ft., Swim 40 ft.
Armor Class: 21 (+2 Size, +3 Dex, +6 Natural), Touch 15, Flat-Footed 18
Base Attack/Grapple: +4/+9
Full Attack: 2 claws +4 (1d2-2 plus Grab)
Space: 2-1/2 ft.,
Reach: 5 ft.
Special Attacks: Spitdart Tongue, Thorny Grapple, Eye Rays, Revolting Gaze, Unavoidable Gaze
Special Qualities: Telethapy 100 ft., Darkvision 60 ft., Low-light Vision, Damage Reduction 5/Cold Iron, Plant Traits (Immune Mind-Affecting, Poison, Sleep, Paralysis, Polymorph, Stunning, Critical Hits), Spell-like Abilities, All-Around Vision, Eternal Sentry, Touch the Intangible, Vulnerable to Fire (+50% damage), Vulnerability to Gaze Attacks, Amphibious
Saves: Fort +8, Ref +5, Will +5
Abilities: Str 6, Dex 17, Con 17, Int 14, Wis 16, Cha 20
Skills: Climb +6, Hide +20 (+26 among aquatic plants), Listen +20, Move Silently +17 (+23 among aquatic plants), Spot +23.
Racial Modifiers: +8 Climb, +6 Listen & Spot, +6 Hide & Move Silently while hiding among aquatic plants
Feats: Alertness,
Mindsight,
Skill Focus (Spot)
Languages: Briarclick (spoken only), Westerosi Common, Low Valyrian (Braavosi)
Alignment: Lawful Neutral
Telepathy (Su): Vigilant Kelp can communicate Telepathically with any creature which has a language within 100 feet.
Child of the Briar (Kelp Variant):
- Spell-Like Abilities (Sp): 6th Caster Level; 1/Day: Entangle (DC 16)
- Kelp Magic (Sp): 3/Day a Vigilant Kelp can cast any cantrip from the Sorcerer/Wizard spell list (DC 15) at 6th caster level.
- Spitdart Tongue (Ex): Every Vigilant Kelp can shoot a wooden spike from its mouth every other round. Treat this as a tiny dart (1 damage, base range 20 ft.).
- Thorny Grapple (Ex): A Vigilant Kelp's long thorny limbs enable it to grapple creatures up to 2 size categories larger than itself. It adds its Dexterity modifier instead of Strength modifier to any damage inflicted while grappling.
Watchman:
- Eternal Sentry (Ex): A Vigilant Kelp does not age or breathe. It does not require food, drink, or sleep.
- Touch the Intangible (Su): Vigilant Kelp can touch, attack, and grapple Incorporeal, astral, and ethereal creatures normally.
- All-Around Vision (Ex): A Vigilant Kelp's eyes allows it to see in all directions. It also benefits from a +4 Racial bonus to Listen and Spot checks and cannot be Flanked.
- Vulnerability to Gaze Attacks (Ex): A Vigilant Kelp suffers a -4 penalty against all Gaze attacks and loses any resistance or immunity it has to the effects of a Gaze attack.
- Spell-Like Abilities (Sp): 20th Caster Level; Constant: Detect Magic, True Seeing, At Will: Quickened Dimensional Anchor, Discern Location, Greater Teleport (self plus 50 pounds), Plane Shift (self plus 50 pounds).
- Revolting Gaze (Su): The Vigilant Kelp can make a Gaze attack against any creature within 30 feet. If the creature fails a DC 18 Fortitude save, it is Sickened for one hour.
- Eye Rays (Su): Once every four rounds as a Standard Action, a Vigilant Kelp can make a Ranged Touch Attack against all creatures within 100 ft. (make only one attack per creature). The subject takes a penalty to Constitution equal to 1d6+3 for six minutes. The subject's Constitution score cannot drop below 1. A successful DC 18 Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.
- Unavoidable Gaze (Ex): A Vigilant Kelp can actively Gaze as a Standard Action affecting all creatures within 30 feet. The opponents must attempt a saving throw but can try to avoid it via averting their eyes or wearing a blindfold (causing the Vigilant Kelp to have Total Concealment from the opponent). Thus, it is possible for an opponent to have to save against a Vigilant Kelp's Gaze attack twice during the same round, once before the opponent's action and once during the Kelp's turn.