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Savage Plant Sage

Savage Plant Sage CR 3

XP 800
Half-orc mystic
CN Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Perception +13

DEFENSE

HP 32
RP 4
EAC 13; KAC 14
Fort +2; Ref +2; Will +6
Defensive Abilities ferocity

OFFENSE

Speed 30 ft.
Melee warclub +7 (1d10+3 B)
Ranged bombard shellgun +5 (1d6+3 F; critical burn 1d4)
Offensive Abilities grasping vines (100 ft., 20-ft. radius, DC 14)
Mystic Spell-Like Abilities (CL 3rd)

At willmind-link

Mystic Spells Known (CL 3rd; ranged +5)

1st (3/day)life bubble, fear (level 1) (DC 16)
0th (at will)daze (DC 15), fatigue (DC 15)

Connection xenodruid

TACTICS

Before Combat Savage plant sages keep to themselves and protect themselves with life bubble.

During Combat A savage plant sage attempts to restrain their foes with grasping vines, then targets the strongest looking foes with fear before entering combat with their warclub.

STATISTICS

Str +2; Dex +0; Con +1; Int +0; Wis +4; Cha +0
Skills Athletics +13, Intimidate +13, Life Science +13, Mysticism +13, Sense Motive +8, Survival +13
Languages Common, Orc, speak with animals
Gear hardened resin, warclub, bombard shellgun, backpack (industrial), tool kit (navigators tools), serum of healing mk 1, medkit (basic)

SPECIAL ABILITIES

Grasping Vines (Su)

A savage plant sage can spend 1 Resolve Point as a standard action to cause an area within 100 feet to sprout writhing vines in a 20-foot radius spread. The target surface must be solid but does not need to be capable of sustaining plants normally. The vines have a reach of 5 feet and attempt to wrap around creatures in the area of effect or those that enter the area; such a creature must succeed at a DC 14 Reflex save or gain the entangled condition. Creatures that successfully save can move as normal, but those that remain in the area must attempt a new save at the end of the savage plant sage’s turn each round. Creatures moving into the area must attempt a save immediately; failure ends their movement and they become entangled. An entangled creature can break free as a move action with a successful Acrobatics check or DC 15 Strength check. The vines last for 3 rounds, and the entire area is difficult terrain while the effect lasts.

Orc Ferocity (Ex)

Once per day, a half-orc brought to 0 Hit Points but not killed can fight on for 1 more round. The half-orc drops to 0 HP and is dying (following the normal rules for death and dying) but can continue to act normally until the end of her next turn, when she becomes unconscious as normal. If she takes additional damage before this, she ceases to be able to act and falls unconscious.

ABOUT

After generations of servitude, many orcs and half-orcs have used the opportunity space travel provides to escape from other civilizations and commune with nature. That is to say; they learn to live with the natural state of whatever uninhabited part of a planet they can carve out for themselves. Many of these orcs and half-orcs learn to draw power and strength from the raw power of an uncultivated planet and become plant sages, living off the flora and making allies of the fauna. When space explorers intrude on their homes, they’re occasionally given a single direct warning to leave before the savage plant sage defends themselves and their home.

Section 15: Copyright Notice

Alien Codex (Starfinder) © 2019, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, 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, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young.