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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 release a soft healing breeze healing all allies within a 30-ft.-radius. Allies within the area of effect are healed by 4d6+15 damage. Blue mages may learn this ability as a 3rd level spell (Knowledge: Nature DC 21).