Fumblegrass (3.5e Monster)
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|Fumblegrass Patch||Fumblegrass Shambler|
|Size/Type:||Diminutive Plant (Swarm)||Large Plant|
|Hit Dice:||4d8+8 (26 hp)||8d8+16 (52 hp)|
|Speed:||30 ft||20 ft|
|Armor Class:||15 (+1 dex, +4 size), touch 15, flat-footed 14||17 (+8 natural, -1 size), touch 9, flat-footed 17|
|Attack:||Swarm (1d6 plus poison)||Slam +8 melee (1d8+3, 20/x2)|
|Full Attack:||Swarm (1d6 plus poison)||Slam +8 melee (1d8+3, 20/x2)|
|Space/Reach:||10 ft/0 ft||5 ft/10 ft|
|Special Attacks:||Entangle, Poison||Body Slam, Bodyspin, Tackle Charge|
|Special Qualities:||Hide in Nature, Low-Light Vision, Partial Immunity to Weapon Damage, Plant Traits, Swarm Traits, Tremorsense 60 ft||Beanpole, Kip Up, Hardness 5, Hide in Nature, Low-Light Vision, Plant Traits, Tremorsense 60 ft|
|Saves:||Fort +6, Ref +2, Will +1||Fort +8, Ref +2, Will +4|
|Abilities:||Str 1, Dex 13, Con 14, Int -, Wis 10, Cha 1||Str 16, Dex 10, Con 14, Int 7, Wis 15, Cha 11|
|Skills:||Disguise +5*||Disguise +10*, Survival +13|
|Feats:||-||Improved Initiative, Power Attack, Improved Bull Rush|
|Environment:||Temperate Plains and Forests||Forests|
|Organization:||Solitary or Field (2-10)||Solitary, Bundle (2-10), or with 1-4 Fumblegrass Patches|
|Alignment:||Always True Neutral||Usually True Neutral|
|Advancement:||-||9-16 HD (Large)|
Suddenly the tree spun around with an angry expression on its mono-eye and began to buzz furiously. It began to tip over upon the lumberjack as the grass around him came to life and held him down.
A strange type of ambulatory grass, fumblegrass is normally very small but if allowed to live long enough will transform into massive bamboo-like "trees" that are actually simply oversized grass blades. In their youth they are mindless swarming pests that resemble common grass which walks about on thin roots and on close inspection has a single black eyespot somewhere on their leaf-like body. The edges of their leaf blade are surprisingly sharp and carry a muscle inhibiting poison. They are mindless, but work in unison with each other to trip targets in dangerous situations so that they can feed on the body after the danger ends in the creatures demise.
Their larger kin have a knot on their body which hides their more developed bloodshot eye and a upsidedown V shaped mouth. They usually keep these closed and hidden away as they are normally slumbering. They are fierce when awoken and their screams sound like angry bees. They are intelligent, but largely care nothing for outside of their forest homes.
Fumblegrass patches are no bigger than regular grass, while fumblegrass shamblers are up to 5 ft at the base and 15 ft tall. They understand but do not speak Sylvan.
Fumblegrass patches are opportunistic ambushers, usually hanging around their older kin or other creatures and assisting in them defeating targets so they can feed on the corpse-enriched soil. They are little more than a living terrain hazard and usually elect not to move, instead acting as a living trap.
Fumblegrass shamblers are more aggressive. Most are in a half-slumbering stupor, but when damage or otherwise alerted they become aggressive and territorial of non-fumblegrass life. They will slam and spin and drive away targets up until the point they think they are out of their territory. The cries of either kind of fumblegrass tends to attract the attention of others nearby, resulting in mass brawls.
Beanpole: The fumblegrass shambler is unusually tall yet thin. It only takes up a square the size of a Medium creature though in all other respects it remains a Large creature.
Body Slam (Ex): The fumblegrass shambler tips over and literally falls on creatures. As a full attack action it may make a single slam attack against all creatures in a 15 ft line, and creatures must make a Fortitude save DC 17 or fall prone. The shambler is left prone. While prone the shambler takes up the space of a 15 ft line. The save DC is Strength based.
Body Spin (Ex): While a fumblegrass shambler is prone it may spin its body like a breakdancer. Treat this as Whirlwind Attack with a 15 ft reach from its center (or 5 ft away from the ends of its prone body). It can also move up to half its movement speed while prone, hitting any creatures in the path.
Entangle (Ex): Fumblegrass patches wrap and trip up any creature which is in its space. Creatures which pass through or end their turns in fumblegrass must make a Reflex save DC 13 or become entangled and immobile in the fumblegrass's spot. A successful save renders them entangled but not immobile. A creature can attempt another saving throw as a standard action to escape. It often surprises creatures expecting regular grass, only to turn out as fumblegrass. Against a flatfooted opponent they do not add their Dexterity to their Reflex save. The save DC is Constitution based.
Hardness: Fumblegrass shamblers may appear to be long tall grass but they are tough as any wood while remaining flexible and strong. Their hardness is bypassed by fire and slashing damage, it takes full damage before hardness from acid and sonic, quarter damage from electricity, and half damage from all other sources.
Hide in Nature (Ex): Both fumblegrass shamblers and fumblegrass patches can appear as normal flora within places of nature. They have Hide in Plain Sight for their natural environments, and a +10 bonus on Disguise checks to appear as non-animate plants when they are standing still.
Kip Up (Ex): The fumblegrass shambler may stand up from prone as a free action without provoking attacks of opportunity.
Partial Immunity to Weapon Damage: Fumblegrass patches are small and flexible, immune to most weapon damage due to their size. However they still take half damage from slashing attacks.
Poison (Ex): Injury, Fortitude DC 13, target is unable to take a move action for 1 round. Unlike most poison it does not have a primary and secondary, but persists until they make a successful save. The save DC is Constitution-based.
Tackle Charge (Ex): A fumblegrass shambler may make a bull rush attempt as a full attack action and deal their Slam damage on a successful check. They can continue to bull rush and damage multiple targets in a line up until twice their movement. If they hit a wall while bull rushing the victim or victims as well as the shambler themselves must make a DC 17 Fortitude save or become staggered for 1 round, save negates. The saving throw is Strength based.
|Alignment||Always True Neutral + and Usually True Neutral +|
|Challenge Rating||3 + and 5 +|
|Environment||Temperate Plains and Forests + and Forests +|
|Identifier||3.5e Monster +|
|Level Adjustment||— +|
|Size||Diminutive + and Large +|