Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links



Darksnap

by Jamie Baty

GAZ13 40
Medium Plant
Hit Dice: 2d8+2 (11 hp)
Initiative: -3 (-3 Dex)
Speed: 5 ft. (1 square)
Armour Class: 13 (-3 Dex, +6 natural), touch 7, flat-footed 13
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6 +2)
Full Attack: Bite +3 melee (1d6 +2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Cripple
Special Qualities: Low-light vision, plant traits
Saves: Fort +4, Ref -3, Will -1
Abilities: Str 15, Dex 5, Con 12, Int 3, Wis 8, Cha 1
Skills: Hide +10, Listen +3, Spot +3
Feats: Alertness
Environment: Any underground
Organisation: Solitary, or Patch (2-8)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-9 HD (Large); rumoured 10-15 (Huge)
Level Adjustment: -

The Darksnap is a fungus which takes its form and colour from its background. It can eke out an existence on rock (most often by a water source) or by parasitising other fungi. It is capable of killing small reptiles and rats with its snap bite and will slowly absorb the nutrients from their decomposing bodies.
There are rumours of huge darksnaps deep within the Forest of Spiders, which are so enormous that they can sever limbs and even swallow smaller humanoids such as kobolds, halflings, and dwarves whole. No one has ever been able to provide direct evidence that such monster fungi exist.

Combat
Darksnaps like to ambush prey. They will remain as still as possible, and blend into their surroundings in order to remain hidden. They then strike when foes least expect an attack. They will snap at anything that gets close to them. The darksnap's bite from its astonishing hard and calcified ribs is surprisingly painful and may cripple a foe.

Cripple (Ex): Any foe bitten by a darksnap must make a Reflex save vs DC 13 (Str based) or be crippled. A crippled foe suffers a -2 penalty to all attack and damage rolls. The effects can be removed with a successful Heal check vs DC 15 or a magical healing spell.

Skills: Darksnaps have a +12 racial bonus to all Hide skill checks.

Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits; Plants breathe and eat, but do not sleep.