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Parasite Grass

Parasitic grass which lives of humans. It plants its seed into a target’s nerves to control the now appointed host’s appetite. Such humans will first feel unusual hunger pangs, and then will try to feed on any living thing nearby. The parasitic grass then absorbs the nutrients from the host to grow, an in its final stage, the grass burst out of the host, and lays its roots onto the ground, dead host and all. These plants are very deadly, but they can be culled by removing them from the body early in its sprouting stage, so the host simply has to stay calm and follow basic procedures to counter their parasitism.

Parasite Grass (CR 8)

XP 4,800
N Medium Plant
Init +1; Senses Blindsight 30 ft., Low-light vision; Perception +3

DEFENSE

AC 21, touch 11; flat-footed 20 (+1 Dex, +10 natural)
hp 97 [143] (13d8+39)
Fort +11, Ref +5, Will +7
Immune Plant traits; Resist earth 15, ice 15
Weakness Fire

OFFENSE

Speed 20 ft.
Melee Slam +14 (1d8+7 plus grab and drain)
Special Attacks Constrict (1d8+6), Confused (Will DC 19), Drain, Entangle

STATISTICS

Str 20, Dex 12, Con 16, Int -, Wis 16, Cha 9
Base Atk +9; CMB +14 (+18 grapple); CMD 25 (cannot be tripped)
Feats Improved Natural Attack (Slam)*
* Bonus Feat
SQ camouflage

SPECIAL ABILITIES

Camouflage (Ex)

Since a parasite grass looks like a normal plant when at rest, a DC 20 Perception check is required to notice it before it attacks for the first time. Anyone with ranks in Survival or Knowledge (nature) can use either of those skills instead of Perception to notice the plant.

Drain (Ex)

Whenever parasite grass makes a slam attack and successfully hits, it drains half of the damage done to it’s target to itself.

Drain Touch (Su)

Once every 1d4+1 rounds, a parasite grass can absorb the blood from a target with a melee touch attack (+14). If it hits, the target take 4d6 points of shadow damage and the parasite grass is healed for that much. This spell also works against undead unlike most draining abilities. Blue mages may learn this ability as a 4th level spell (Knowledge: Religion DC 23).

Entangle (Su)

A parasite grass can, as a free action, cause plants within 30 feet of it to animate and grasp at foes. This ability is otherwise similar to entangle (DC 19 Reflex). The save DC is Wisdom-based.