Cactuar (3.5e Monster)
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At first glance, a green blur goes by, but a split second later it stops and what appears to be a peculiar figure standing at a mere three feet in height. Resembling a slender cactus, its vivid green spikes emit an aura of mischievous energy. Atop its elongated form you see it has two small black holes that appear to be a pair of skittish looking eyes and another tall but narrow hole in its hide that looks almost like a mouth in the shape of a "0". Graceful arms extend from its sides, one pointing up and one pointing down, each culminating in a delicate cluster of needles that shimmer with an otherworldly luminescence as it jitters nervously in place. It has a pair of legs that are slightly bent, making it look like it's ready to run at the first sign of a breeze.
Cactuar | |
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Size/Type: | Tiny Outsider (Esper) |
Hit Dice: | 4d12 - 4 (44 hp) |
Initiative: | +7 |
Speed: | 60 ft (300 ft on a full run action) |
Armor Class: | 19 (1 Natural armor, 7 Dex, +1 size), touch 18, flat-footed 19 |
Base Attack/Grapple: | 4/-1 (4 BAB, -1 Str, -4 size) |
Attack: | Spine +11 ranged (1d4) |
Full Attack: | Spine +11 ranged (1d4) |
Space/Reach: | 2 1/2 ft/2 1/2 ft |
Special Attacks: | 1,000 Needles, Improved Uncanny Dodge, Improved Evasion, Camouflage, Hide in Plain Sight, 10,000 Needles
Word of Recall (Su): While on the Material Plane, Espers can use Word of Recall at will, as the spell (cl 14th), except that it can only take them back to their home plane and also works across planar boundries and the creature can transport only itself and up to 50 pounds of objects. |
Special Qualities: | Plant Traits, Darkvision 120 ft, Low-Light Vision, 25% Fortification against critical strikes, immune to banishment, dismissal, petrification, death-effect, polymorphing, fear and any enchantment or compulsion effects. +4 racial bonus on saves against all stunning effects, poisons and diseases. |
Saves: | Fort +3, Ref +14, Will +9 |
Abilities: | Str 6, Dex 27, Con 8, Int 7, Wis 20, Cha 13 |
Skills: | Hide +14, Listen +12, Move Silently +14, Sense Motive +12, Spot +12, Tumble +14 |
Feats: | Run, Lightning Reflexes |
Environment: | Warm desert |
Organization: | Solitary |
Challenge Rating: | 6 |
Treasure: | 1d4 Cactuar fruits only. |
Alignment: | Always True Neutral |
Advancement: | 10-15 HD Jumbo Cactuar (Small), 16-25 HD Cactuar King (Large) |
Level Adjustment: | — |
Cactuars are tiny cactus creatures that are very nervous and dislike being around other creatures. Having been hunted for centuries by humanoids for the fleshy fruit that makes up their body, which is extremely valuable. Cactuar fruit can be eaten directly and has a rejuvenate effect, immediately quenching the thirst and abating the hunger of anyone who eats it. When eaten, the fruit also grants a +8 bonus on fortitude saves made to resist any ill effect of hot weather or hot environments and on saves against poisons of any creature whose native environment is a desert. This effect lasts for 1 hour. Also, master potion makers can use the Cactuar fruit to make a potion that restores someone's youth and is known as a potion of youth.
Combat[edit]
Cactuars will generally use their normal needle attack to attack any creature threatening it. Every time a Cactuar is struck for damage, it will counterattack in its following turn with its 1,000 needles attack against the creature that damaged it and make one attempt to a full run action to flee the fight 1d3 rounds afterwards. If it gets out of sight of its attacker, it will attempt to hide using its racial abilities.
Special Attacks[edit]
1,000 Needles (Ex): The Cactuar fires a seemingly endless barrage of needles at the target, making a ranged attack against a target within 150 feet. This deals 1d4 damage per class level of the Summoner up to 5d4 maximum.
When struck any amount of damage from any source, a Cactuar always gains an immediate action and counter attacks with its 1,000 Needles attack and targets the source that damaged them.
Improved Uncanny Dodge (Ex): A Cactuar does not lose its Dexterity bonus to AC when flatfooted and cannot be flanked. This defense denies a rogue the ability to sneak attack the Cactuar by flanking him, unless the attacker has at least four more rogue levels than the Cactuar has hit dice.
Improved Evasion (Ex): A Cactuar can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Also, a Cactuar takes only half damage even on a failed save. A helpless Cactuar does not gain the benefit of evasion.
Camouflage: (Ex) A Cactuar can use the Hide skill while in any sort of arid or desert terrain, even if the terrain does not grant cover or concealment.
Hide in Plain Sight: (Ex) While in any sort of arid or desert terrain, a Cactuar can make hide checks even while being observed.
Overdrive[edit]
10,000 Needles (Su): A Cactuar leans forward to point the spines on his head at an enemy area and releases a cone shaped emanation of spines striking all creatures within the 15 ft cone area dealing 4d8 + (Summoner level X 3) damage to each creature in the affected area.
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Alignment | Always True Neutral + |
Author | The-Marksman + |
Challenge Rating | 6 + |
Environment | Warm desert + |
Identifier | 3.5e Monster + |
Level Adjustment | — + |
Rating | Unrated + |
Size | Tiny + |
Subtype | Esper + |
Title | Cactuar + |
Type | Outsider + |