Deathweed (CR 4)
AC: 13 (+3 natural), touch 10, flat-footed 13
Hit Dice: 6d8+12 (39 hp)
Fort +7, Ref +2, Will +1
Speed: Swim 10 ft. (see text)
Space: 5 ft./5 ft.
Base Attack +4; Grapple +0
Attack: Grab +9 melee
Full Attack: Grab +9 melee
Damage: Grab 0
Special Attacks/Actions: Constrict 2d6+7, drain energy, improved grab, psionics
Abilities: Str 20, Dex 11, Con 15, Int 4, Wis 9, Cha 14
Special Qualities: Brood colony, plant traits
Skills: Hide +5*
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Climate/Terrain: Any aquatic
Organization: Solitary, pair, or brood (3-12) [or pack 3-12 see text]
Treasure/Possessions: Half standard (inorganic only)
Constrict (Ex): Deathweed deals 2d6+7 points of damage with a successful grapple check against a grabbed opponent.
Drain Energy (Su): A deathweed that successfully constricts an opponent also drains power points from the victim. This ability resembles the psychic vampire power but drains 6 power points from the victim. Against a non-psionic creature, this attack deals 1 point of temporary Intelligence damage.
Improved Grab (Ex): If a deathweed hits an opponent that is of up to one size category larger than itself with a grab attack, it attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +9). If it gets a hold, it can constrict in the same round. Alternatively, the deathweed has the option to conduct the grapple normally, or simply use its tendrils to hold the opponent (-20 penalty on grapple check, but the deathweed is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically constricts an opponent.
Psionics (Sp): 3/day -- burst, chameleon, detect psionics, reach (see "Master More Powers of the Mind"). Effective manifester level 9th.
Attack/Defense Modes (Sp): At will -- intellect fortress; 3/day -- mind blast.
Brood Colony: Deathweeds typically form colonies of up to 12 individual deathweeds that telekinetically bond to form a single entity. The resulting entity isn't very active physically, but it proves formidable psychically. A deathweed colony can make only a single melee attack (as a standard deathweed). The colony, however, can manifest the burst and reach powers a number of times per round equal to the number of deathweed in the brood. The effects from multiple burst and reach powers affect the entire brood and stack with each other. A brood is treated as a single creature for purposes of psionic combat. Damage dealt to the brood is divided evenly among all deathweeds in the brood. Bonding to or separating from a brood colony is a full round action for all deathweeds involved.
Underwater Sense (Ex): A deathweed can locate any creature underwater within a 150-foot radius.
Skills: A deathweed has a +5 racial bonus on Hide checks. *It gains an additional +10 bonus through use of chameleon.
A lone deathweed is a danger to the unwary, but this threat pales in comparison to a deathweed colony, which is also known as a brood. After successfully trapping its prey, a deathweed often separates itself from the brood to finish its victim. Unless directly attacked, deathweed ignores creatures of Tiny size or smaller.
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.