Seant
| Statistic | Value |
|---|---|
| Size/Type | Large Plant (Aquatic) |
| Hit Dice | 5d8 |
| Initiative | -2 |
| Speed | Swim 20 ft. (4 squares) |
| Armor Class | 15 (-1 size, -2 Dex, +8 natural), touch 7, flat-footed 15 |
| Base Attack/Grapple | +3/+13 |
| Attack | Touch +3 melee (convulse) |
| Full Attack | 2 touches +3 melee (convulse) |
| Special Attacks | Constrict 1d4+6, improved grab |
| Space/Reach | 10 ft./5 ft. |
| Special Attacks | Convulse, improved grab |
| Special Qualities | Blindsense 90 ft., low-light vision, damage reduction 5/slashing, concealment, plant traits, vulnerability to fire |
| Saves | Fort +6, Ref -1, Will +6 |
| Abilities | Str 22, Dex 7, Con 18, Int 10, Wis 16, Cha 10 |
| Skills | Hide -5*, Knowledge (nature) +2, Listen +5, Spot +5, Survival +4 |
| Feats | Iron Will, Power Attack |
| Environment | Temperate aquatic |
| Organization | Solitary or grove (3–6) |
| Challenge Rating | 5 |
| Treasure | Standard |
| Alignment | Usually neutral good |
| Advancement | 6–10 HD (Large); 11–16 HD (Huge) |
| Level Adjustment | ― |
Description
A great tangled mass of seaweed stirs to life and moves as a body through the water, its long flat leaves forming a bushy cloud about the denser core. Between the leaves are long stalks with bulbs at the end that constantly twitch and move about.
This creature resembles a large, dense tangle of kelp, forming a roughly spherical shape with the individual leaves floating in a shroud around the core body. The long, flat leaves are shades of deep green and brown, with the tips lighter hued. There are also a number of bulbous sacks attached to stalks within the radius of the leaves.
Seants are peaceful creatures who live in harmony with the aquatic plants and animals found near the shore. When aroused to anger, however, they can be deadly foes. They hate evil creatures and those who plunder the sea for sport or cruelty, and consider themselves guardians of underwater kelp forests.
A seant is about 10–15 feet in diameter, with a core body about 3 feet in diameter. It weighs about 800 pounds out of water, where it is effectively immobilized. They speak Aquan, but in such a manner that the sounds are frequently mistaken for natural underwater noises.
Combat
Seants attack only to protect their ward, and will normally be satisfied by driving off unwelcome intruders. When aroused to anger, however, they will attack foes relentlessly and seek to kill their leaders.
Convulse (Ex): Anyone touching or being touched by the sacks of a seant must succeed on a DC 16 Fortitude save or be sickened for 2d6 rounds and take 1d4 points of Dexterity damage. The save DC is Constitution-based.
Constrict (Ex): A seant deals 1d6+6 points of damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a seant must hit with a touch attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. A seant can tow a grabbed victim of its own size or smaller at its swim speed.
Concealment (Ex): A seant is cloaked in a mass of seaweed that conceals its core body. Attacks have a 20% chance to miss because of concealment. This does not stack with other concealment conditions.
Skills: *Seants have a +16 racial bonus on Hide checks made in kelp forest areas.
Advanced Benefits
In addition to the standard changes due to Hit Dice advancement, seants also gain the following special benefits.
- The save DC of the convulse is equal to 10 + ½ HD + Constitution modifier.
- 6 HD ― Constrict deals 1d6 + Strength bonus
- 7 HD ― Damage reduction 10/slashing.
- 8 HD ― Gain Spell-Like Ability: 3/day―entangle. Caster level equals Hit Dice.
- 9 HD ― Swim speed 30 ft.
- 10 HD ― Convulse deals 1d6 points of Dexterity damage.
- 11 HD ― Constrict deals 1d8 + Strength bonus.
- 12 HD ― Add 1/day―command plants, transport via plant to spell-like abilities.
- 13 HD ― Swim speed 40 ft.
- 14 HD ― Perform 4 touch attacks per round. However only 2 touches can be targeted against the same opponent.
- 15 HD ― Add 1/day―animate plants to spell-like abilities.
- 16 HD ― Convulse deals 1d8 points of Dexterity damage.