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Exoray

A winter mushroom with a fanged mouth and a varying number of eyes. Exorays often use pollen to start out and switch between their powders to add various status affect to their opponents.

Exoray (CR 7)

XP 3,200
N Small Plant
Init +8; Senses Darkvision 60 ft., Low-light vision; Perception +3

DEFENSE

AC 19, touch 15, flat-footed 15 (+4 dex, +4 natural, +1 size)
HP 91 (10d8+50)
Fort +11, Reflex +7, Will +6
Immune plant traits; Resist Earth 10, Ice 10, Lightning 10
Weakness Fire

OFFENSE

Speed 20 ft.
Melee Bite +12 (1d8+2 plus poison), 2 Slams +10 (1d4+2 plus poison)
Special Attacks Dream Pollen, Nausea Powder, Silver Powder, White Wind

STATISTICS

Str 14, Dex 18, Con 18, Int 7, Wis 16, Cha 19
Base Atk +7; CMB +8; CMD 22
Feats Blind-Fight, Improved Initiative, Multiattack, Power Attack, Toughness, Weapon Finesse
Skills Stealth +19 (+23 in snow and underground), Survival +11 (+15 in snow and underground); Racial Modifiers +4 Stealth and Survival in snow and underground

SPECIAL ABILITIES

Poison (Ex)

Slam and Bite – injury; save Fort DC 19; frequency 1/round for 4 rounds; effect poisoned and fatigue; cure no saves

Dream Pollen (Su)

3/day, an exoray can fill the air with drowsiness within a 15-ft.-radius. Creatures within the area of effect must make a Will save (DC 16) or be inflicted with sleep status for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell (Knowledge: Nature DC 19).

Nausea Powder (Su)

2/day, an exoray can fill the air with a nauseous gas within a 15-ft.-radius. Creatures within the area of effect must make a Fortitude save (DC 17) or take 3d6 points of non-elemental damage and are inflicted with Poison status for 1d4 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Nature DC 21).

Silver Powder (Su)

3/day, an exoray can emit a 15-ft.-cone of silver dust. Creatures within the cone are affected by the following status effects for 1d4 rounds each: Blind (Fortitude save DC 17 to negate), Poison (Fortitude save DC 17 to negate), & Silence (Fortitude save DC 17 to negate). The exoray must wait 1d4 rounds to use this ability again. Blue mages may learn this ability as a 3rd level spell (Knowledge: Nature DC 21).

White Wind (Su)

1/day an exoray can emit a gust of white wind that heals allies other than itself within 20 feet for an amount equal to their current hit points in damage. The healing received per creature is capped at 10 per hit die attained for the caster (ex: 7 hit dice would mean a cap of 70 healing for each creature). Blue mages may learn this ability as a 3rd level spell (Knowledge: Nature DC 23).