Sea Fungus

Sea Fungus                                                                      CR 1

XP 400

N Medium Plant (Aquatic)

Init +0; Senses Low-Light Vision; Perception -2

DEFENSE
AC 12, touch 10, flat-footed 12 (+2 natural)

hp 11 (2d8+2)

Fort +4, Ref +0, Will -2; +4 vs. poison

Immunities Critical Hit, Flanking

Weaknesses Slashing Weapon Vulnerability

OFFENSE
Immobile

Ranged spike (ranged) +1 (1d4+0 plus stun (DC 11, 1 round))

Special Attacks Stunning Attack (DC 11)

STATISTICS
Str 10, Dex 11, Con 12, Int 1, Wis 6, Cha 6

Base Atk +1; CMB +1; CMD 11

Skills: Stealth +1

Feats Point Blank Shot

SQ Plant Traits, Camouflage

SPECIAL ABILITIES
--

Stunning Attack (Ex)

A Sea Fungus shoot with such force that its first attack each round will stun its target for 1 round unless they make a DC 11 Fortitude save. The save DC is strength-based.

Slashing Weapon Vulnerability (Ex)

A Sea Fungus takes 50% extra damage from physical attacks that deal slashing damage.

Plant Traits

This type comprises vegetable creatures. Note that regular plants, such as one finds growing in gardens and fields, lack Intelligence, Wisdom, and Charisma scores; even though plants are alive, they are objects, not creatures.

-Low-light vision.

-Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).

-Immunity to paralysis, poison, polymorph, sleep effects, and stunning.

-Plants breathe and eat, but do not sleep.

Camouflage (Ex)

A Sea Fungus can use the Stealth skill to hide in any of its native terrains, even if the terrain doesn't grant cover or concealment.

ECOLOGY
Environment: Any Coast

Organization: Colony (4+)

Treasure: None

These molds are often hard to see as they blend in with the refuse and mud in most coastal areas.