Algoid (CR 4)
Alignment: Always neutral
Initiative: +0; Senses: low-light vision and Listen +4
AC: 15 (+5 natural), touch 10, flat-footed 15
Hit Dice: 5d8+15 (37 hp); DR: 10/magic
Fort +7, Ref +1, Will +1
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple -2
Attack: Slam +7 melee
Full Attack: 2 slams +7 melee
Damage: Slam 1d8+6
Special Attacks/Actions: Animate trees, mind blast
Abilities: Str 19, Dex 10, Con 16, Int 4, Wis 10, Cha 11
Special Qualities: Plant, fire resistance 20, susceptibilities
Skills: Hide +4*, Listen +4, and Move Silently +4
Advancement: 6-9 HD (Medium-size); 10-15 HD (Large)
Climate/Terrain: Temperate and warm forest, marsh, and underground
Organization: Solitary, pair, or cluster (3-6)
Treasure/Possessions: 50% coins; 50% goods; 50% items
Animate Trees (Ex): 90 ft. range, two trees, as the liveoak spell cast by a 10th-level druid.
Mind Blast (Su): 1/day, deals 2d6 points of damage (no save).
strong>Plant: The algoid is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits and is immune to mind-influencing attacks.
Susceptibilities: The algoid is vulnerable to control water spells. It takes 1d6 points of damage (maximum 10d6) per caster level when affected by a control water spell.
The algoid receives a +4 racial bonus to Hide, Listen, and Move Silently checks. *They receive a +12 racial bonus to Hide checks when in a swampy or forested area.
The algoid is a living colony of algae that has developed some semblance of intelligence and mobility. The algoid appears as a green humanoid with coarse, rough features.
The Algoid first appeared in the Fiend Folio (1981).