Latest News

Happy Halloween Update!

Home > Bestiary > Plants > Cactuar Family >

Metal CactuarThis creature appears to be a small cactus made entirely out of metal, having physical characteristics similar to a humanoid: two arms, two legs and dark spots on its anterior in the shape of a mouth and eyes. Its limbs protrude and bend at ninety-degree angles giving it a rigid look, which belies the speed and agility with which it can move. – Imban

Metal Cactuar (CR 6)

XP 2,400
N Small Plant (Humanoid)
Init +7; Senses Low-light vision; Perception +9

DEFENSE

AC 31, touch 19, flat-footed 23 (+7 Dex, +1 dodge, +12 natural, +1 size)
hp 45 [70] (7d8+14)
Fort +12, Ref +14, Will +8
Defensive Abilities Evasion
DR 10/-; Immune plant traits; Resist All 15

OFFENSE

Speed 60 ft.
Melee slam +13 (1d4)
Special Attacks Thousand Needles

STATISTICS

Str 10, Dex 24, Con 15, Int 8, Wis 12, Cha 10
Base Atk +5; CMB +4; CMD 22
Feats Dodge, Mobility, Sidestep, Weapon Finesse
Skills Escape Artist +8, Perception +9, Stealth +11, Survival +2
Languages Cactuar
SQ Resistant, Thorns

SPECIAL ABILITIES

Evasion (Ex)

A metal cactuar can avoid even magical and unusual attacks with great agility. If the metal cactuar makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. A helpless metal cactuar does not gain the benefit of evasion.

Resistant (Ex)

A metal cactuar is unusually resistant to everything, gaining a +5 resistance bonus to all saving throws.

Thorns (Ex)

A metal cactuar’s body is covered with sharp metal thorns. Any creature attacking a metal cactuar with a non-reach melee weapon or with natural attacks takes 1d4+2 points of piercing damage from the metal cactuar’s sharp thorns. A creature that grapples with a metal cactuar takes this same damage each round.

Thousand Needles (Su)

3/day, a metal cactuar may conjure up a spray of needles and fires them at targets in a 30-ft.-cone. Creatures within the area take 8d4 points of piercing damage (Reflex save DC 14 for half damage). Blue mages may learn this ability as a 3rd level spell (Knowledge: Nature DC 21).

ECOLOGY

Environment any
Organization solitary, pair, or trio
Treasure double