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CactuarThis creature appears to be a small cactus having physical characteristics similar to a humanoid: two arms, two legs and dark spots on its anterior in the shape of a mouth and eyes. Its limbs protrude and bend at ninety-degree angles giving it a rigid look, which belies the speed and agility with which it can move.

Cactuar (CR 5)

XP 1600
N Small Plant (Humanoid)
Init +7; Senses Low-light vision; Perception +5

DEFENSE

AC 21, touch 19, flat-footed 13 (+7 dex, +2 natural, +1 dodge, +1 size)
HP 45 [70] (7d8+14)
Fort +7, Reflex +9, Will +3
Immune plant traits

OFFENSE

Speed 60 ft.
Melee Slams +13 (1d4)
Special Attacks Thousand Needles

STATISTICS

Str 10, Dex 24, Con 15, Int 8, Wis 12, Cha 10
Base Atk +5; CMB +4; CMD 22
Feats Dodge, Mobility, Sidestep, Weapon Finesse
Skills Escape Artist +8, Perception +9, Stealth +11, Survival +2
Languages Cactuar
SQ Evasion, Thorns

SPECIAL ABILITIES

Evasion (Ex)

The cactuar can avoid even magical and unusual attacks with great agility. If the cactuar makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless cactuar does not gain the benefit of evasion.

Thorns (Ex)

A cactuar’s body is covered with sharp wooden thorns. Any creature attacking a cactuar with a non-reach melee weapon or with natural attacks takes 1d4+2 points of piercing damage from the cactuar’s sharp thorns. A creature that grapples with a cactuar takes this same damage each round.

Thousand Needles (Su)

3/day, a cactuar conjure up a spray of needles and fires them at targets in a 30-ft.-cone. Creatures within the area take 8d4 points of piercing damage (Reflex save DC 14 for half damage). Blue mages may learn this ability as a 3rd level spell (Knowledge: Nature DC 21).