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Amerta

Amerta CR 18

A massive serpent of living vegetation twists weightlessly through the air. On close inspection its body is formed from thousands of erahthi.

XP 153.600
N Colossal plant
Init +0; Senses darkvision 60 ft., low-light vision; Perception +36
Aura fascinate (100 ft., DC 32)

DEFENSE HP 391

EAC 32; KAC 34
Fort +21, Ref +16, Will +20
Defensive Abilities regeneration 5 (fire); DR 15/slashing; Immunities plant immunities; SR 29
Weaknesses vulnerable to fire

OFFENSE

Speed fly 60 ft. (Su; clumsy)
Melee bite +32 (8d12+29 P plus swallow whole) or tail slap +29 (6d12+29 B plus implant root)
Space 30 ft.; Reach 20 ft. (30 ft. with tail slap)
Offensive Abilities breath weapon (80 ft. cone, 5d12 P, DC 23, usable 3/day), crush (8d6+29 B)
Spells Known (CL 18th)

6th (3/day)enshrining refuge (DC 23), telepathic jaunt
5th (6/day)commune with nature, dominate person (DC 22), resistant aegis, retrocognition
4th (at will)reincarnate, telepathic bond

STATISTICS

Str +11, Dex +0, Con +8, Int +2, Wis +6, Cha +6
Skills Culture +31, Survival +36
Languages plantspeech, telepathy 100 ft.
Other Abilities compression

SPECIAL ABILITIES

Implant Root (Ex)

When an amerta hits with a tail attack, tiny roots implant themselves into the victim’s flesh, remaining behind and growing into thick vines within seconds. The target gains the entangled condition and takes an additional 1d8 damage per round until the vines are removed (as a full action).

Plantspeech (Ex)

An amerta can communicate with normal plants and plant creatures within 30 feet, asking questions and receiving answers from them.

ECOLOGY

Environment any forest
Organization solitary

Amerta are enigmatic and little-understood protectors of the erahthi, arising from impenetrable forests when its people are threatened or in dire need. Appearing as a twisting serpentine form of melded vines and plants resembling a dragon, the amerta is actually composed from the amalgamated bodies of thousands of erahthi and is believed to contain a gestalt of all of its constituent bodies’ experiences.

Erahthi history speaks of the amerta as much more active in the ancient past. Erahthi tales tell of dozens of amerta doing battle with ancient and unspeakable fey allies of the zahajin. Perhaps because of this tremendous activity and sacrifice, few amerta are believed to exist in the modern day.

It is assumed that amerta hibernate for long periods of time, only awakening when called by force and purpose only an amerta understands.

An amerta is generally peaceful and slow to anger, though once threatened it is relentless in its wrath. Once roused, these implacable hunters do not pause until the offending foe has been destroyed; no quarter is given to one who has slain erahthi within its sight. In combat, an amerta usually begins by flying around the foes, casting preparatory spells such as animate plants to entangle the enemy while it observes their capabilities. It then uses its breath weapon and charges into melee, using its slam attacks to further entangle foes.

Section 15: Copyright Notice

Alien Bestiary (Starfinder) © 2018, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young.