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Morbol Seedling

Morbol SeedlingThese tiny “land octopuses” are yet another variety of Vana’diel’s dangerous plant-life.

Morbol Seedling (CR 1/2)

XP 200
N Tiny Plant
Init +3; Senses Low-light vision; Perception +5

DEFENSE

AC 17, touch 15; flat-footed 14 (+2 size, +3 Dex, +2 natural)
hp 7 [11] (1d8+3)
Fort +2, Ref +7, Will +1
Immune Plant traits
Weakness Fire

OFFENSE

Speed 20 ft.
Melee Bite +5 (1d2-1 plus poison), Tentacles +0 (grab)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Musk, Poison

STATISTICS

Str 8, Dex 16, Con 10, Int 2, Wis 13, Cha 12
Base Atk +0; CMB +3 (+7 grapple); CMD 12 (cannot be tripped)
Feats Toughness*, Weapon Finesse
*Bonus Feat
Skills Perception +5, Stealth +12 (+28 in forests); Racial Modifiers +4 Perception, +16 Stealth in forests

SPECIAL ABILITIES

Familiar

The master of a morbol seedling gains a +2 bonus on Fortitude saves.

Musk (Ex)

Up to twice per day, a morbol seedling can spray a stream of noxious musk at a single target within 10 feet as a standard action. With a successful ranged touch attack, the creature struck by this spray must make a DC 10 Fortitude save or be nauseated for 1d4 rounds and then sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds of being sickened. A creature cannot use the scent ability as long as it is affected by this musk. The save DC is Constitution-based.

Poison (Ex)

Bite—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save.

Sickening Breath (Su)

Once every 1d3 rounds, a morbol seedling can breathe out a foul breath in a 15-ft.-cone. Creatures within the area of effect must make a Fortitude save (DC 11) or suffer a -2 penalty to Attack rolls and skill checks for 1d4 rounds. This is wisdom based save. Blue mages may learn this ability as a 1st level spell (Knowledge: Nature DC 17).