The lumbering beast walks upright, dragging its great knuckles on the ground like a monstrous simian, but its flesh is entirely composed of the thickly corded roots and tendrils of a densely grown tangle of plants, and leafing vines form a fur-like coat.
Plant-Imbued Ape CR 5
XP 1,600
NG Large plant
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +11
AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, â1 size)
hp 19 (3d8+6); fast healing 5
Fort +7; Ref +5; Will +3
Defensive Abilities acute senses; DR 5/magic; Immune plant traits; SR 16
Speed 30 ft., climb 30 ft.
Melee 2 slams +3 (1d6+2)
Space 10 ft.; Reach 10 ft.
Spellâlike Abilities (CL 9th):
At willâfreedom of movement
3/dayâentangle (DC 13), magic fang
1/dayâsunburst (DC 20), tree stride
Str 15, Dex 15, Con 14, Int 13, Wis 15, Cha 14
Base Atk +2; CMB +5; CMD 17
Feats Great Fortitude, Skill Focus (Perception)
Skills Acrobatics +7, Climb +14, Perception +11, Stealth +4 (+8 in forested terrain); Racial Modifiers +4 Stealth in forested terrain
Languages Common, Elven, Sylvan
SQ woodland strike
Plant-imbued creatures can instantly sense anything within 60 feet; they cannot be flanked or surprised and gain Improved Uncanny Dodge as if they possessed rogue levels equal to their Hit Dice. They can also detect invisible foes or opponents in heavy fog or other obscuring conditions allowing them to strike without any miss chance.
Plant-imbued creatures can move through any sort of undergrowth at their full movement rate without taking any penalties or suffering any damage. Magical enchantments designed to impede movement still affect them.
Editor’s Note
Base template: Plant-Imbued Creature (CR varies)
Environment any temperate or warm land
Organization solitary
Treasure standard