Dancing Wildstraw (3.5e Monster)
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|Size/Type:||Small Plant (Augmented Fey)|
|Hit Dice:||6d6+12 (33 hp)|
|Armor Class:||16 (+4 dex, +1 natural, +1 size), touch 15, flat-footed 12|
|Attack:||Tendril +8 melee (1d4+4, 18-20/x2)|
|Full Attack:||Tendril +8 melee (1d4+4, 18-20/x2)|
|Space/Reach:||5 ft/5 ft|
|Special Attacks:||Dance Magic, Tendrils|
|Special Qualities:||DR 5/cold iron or slashing, Hinderance 50% to Bludgeoning/Piercing, Immunities, Low-Light Vision, Nimble Strength, Vulnerability to Fire, Woodland Stride|
|Saves:||Fort +4, Ref +9, Will +6|
|Abilities:||Str 6, Dex 18, Con 15, Int 5, Wis 13, Cha 7|
|Skills:||Balance +13, Hide +8*, Listen +13, Perform Dance +8, Tumble +13|
|Feats:||Weapon FinesseB, Skill Focus (Listen), Dodge, Mobility|
|Organization:||Solitary, Pair, or Bollywood (3-300)|
|Alignment:||Usually Any Chaotic|
|Advancement:||7-12 HD (Small), 13-18 HD (Medium), 19-24 HD (Large)|
What looks to be a humanoid figure crudely made from straw and bindings stands up, almost a child sized voodoo doll without expression. With a soft shuffle of grass against grass, it began to dance.
Practically mindless constructs but born of fey magic, these creatures are the reincarnated spirits of fey who have not yet tired of living and returned in the prepared body of straw and grass. Technically a plant, it has a fey's mischief, and a ghost's single minded nature of playfulness, mischief, and malice. These creatures can be seen dancing through the fields, creating most host bodies for themselves and sneaking into towns to cause trouble and knock over things. By the time anyone causes wise to what is going on, it is too late as their farmlands rise up in numbers and party at the expense of all the other crops. Alone they are of little threat, but they come in numbers.
They are very fond of music, and can be swayed into passiveness by dancing along with them. However their endurance for such matters is far beyond what a mortal can provide and once the mortal stops dancing hostilities may begin again.
Dancing wildstraw understands, but does not speak, Sylvan. They are about 2 ft tall and weigh about than 5 lbs.
Dancing wildstraw is usually a pest, but when provoked to hostility they swarm in great numbers, letting allies not in the midst of combat use their dance magic. They typically leave creatures who take a move action to dance alone unless they remain hostile or are commanded otherwise, as they consider non-dancing creatures a bigger threat. They fear fire, knowing their bodies are weak and flammable.
Dance Magic (Su): In groups dancing wildstraw's dancing takes on a dangerous new form. If there are at least three dancing wildstaws within 15 ft of each other they can take a 1 round action to dance and produce any one of the following effects. Effects which have a point of origin treat any one of the dancers as its source. Disrupting the dance by preventing one of the dancers from acting disrupts the action:
- Allergy Season: They produce a cloud identical to obscuring mist but not thick enough to obscure sight. All non-fey and non-plants are subject to itching and runny noses causing a -2 penalty on attack, ability and skill checks, AC, and Concentration checks. There is no save, it lasts as long as you are in the cloud and 1 round after, and the cloud lasts for 1 minute or until dispersed. This is a poison effect, creatures immune to poison are unhindered.
- Assisting Dance: They may make a single attempt to Aid Another all dancing wildstaws in a 60 ft radius spread.
- Create Dancing Wildstaw: If there are the unburned remains of at least three dancing wildstaws or three 5 ft patches of straw, grass, or other similar materials within 60 ft they can combine them and summon a new dancing wildstaw adjacent to any one of the dance members.
- Simple Witchcraft: They may cast any 1st level or lower druid spell at CL 3rd, and the save DCs are Wisdom based. However the duration for all effects past Instantaneous become Concentration + 3 rounds, or its original duration, whichever is less, and one of the dancers is considered the caster for the effect.
Tendrils: Dancing wildstraw attack by whipping out long thin fibers that act as thin slashing whips. They deal 1d4+4 slashing damage with a 18-20/x2 critical, and are so sharp their base damage (1d4) ignores any hardness or DR (except DR/-).
Hinderance (Ex): Dancing wildstraw takes 50% less damage from bludgeoning and piercing attacks.
Immunities (Ex): Dancing wildstraw is immune to critical hits and sneak attacks, mind-affecting effect, paralysis, poison, polymorphing, sleep, and stunning. However they are still subject to morale effects, bypassing their usual immunity.
Skills: Dancing wildstraws have a +4 racial bonus on Balance, Perform Dance, and Tumble checks, and may use their Dexterity instead of Charisma for Perform checks. They also have a +8 circumstance bonus to Hide checks to blend in with any sort of tall grass or crop field.