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Metal GigantuarA huge metal cactuar with a dignified mustache that would probably look great in a top hat and monocle. – Imban

Metal Gigantuar (CR 10)

XP 9,600
N Huge Plant (Humanoid)
Init +10; Senses Low-light vision; Perception +13

DEFENSE

AC 34, touch 19, flat-footed 23 (+10 Dex, +1 dodge, +15 natural, -2 size)
hp 114 [156] (12d8+60)
Fort +18, Ref +19, Will +10
Defensive Abilities Improved Evasion
DR 10/-; Immune plant traits; Resist All 20

OFFENSE

Speed 80 ft.
Melee 2 slams +17 (2d6+5)
Space 15 ft.; Reach 15 ft.
Special Attacks Ker Plunk, Ten Thousand Needles, Thirty Thousand Needles

STATISTICS

Str 20, Dex 30, Con 20, Int 8, Wis 12, Cha 10
Base Atk +9; CMB +16; CMD 37
Feats Dodge, Juke, Mobility, Sidestep, Weapon Finesse, Wind Stance
Skills Escape Artist +11, Perception +13, Stealth +6, Survival +2
Languages Cactuar
SQ Resistant, Thorns

SPECIAL ABILITIES

Improved Evasion (Ex)

This works like evasion, except that while the metal gigantuar still takes no damage on a successful Reflex saving throw against attacks, it henceforth takes only half damage on a failed save. A helpless metal gigantuar does not gain the benefit of improved evasion.

Ker Plunk (Ex)

A metal gigantuar can collapse onto foes as a standard action, using its whole body to crush them. Ker plunk attacks are effective only against opponents two or more size categories smaller than the metal gigantuar. A ker plunk attack affects as many creatures as fit in the gigantuar’s space, allowing it to move up to 15 feet into enemy spaces without provoking attacks of opportunity as part of this attack. Creatures in the affected area must succeed on a Reflex save (DC 21) or be pinned, automatically taking 2d8+7 bludgeoning damage during the next round unless the metal gigantuar moves off them. If the metal gigantuar chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the ker plunk each round if they don’t escape.

Resistant (Ex)

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

Ten Thousand Needles (Su)

3/day, a metal gigantuar may conjure up a spray of needles and fires them at targets in a 60-ft.-cone. Creatures within the area take 16d4 points of piercing damage and are inflicted with 5 points of bleeding. A successful Reflex (DC 17) save halves the damage and negates the bleeding effect. Blue mages may learn this ability as a 5th level spell (Knowledge: Nature DC 25).

Thirty Thousand Needles (Su)

1/day, a metal gigantuar may loudly begin a countdown from two as a swift action. Two rounds later, it may conjure up a spray of needles and fire them at targets in a 60-ft.-cone as a standard action. Creatures within the area take 30d4 points of piercing damage and are inflicted with 10 points of bleeding. A successful Reflex (DC 17) save halves the damage and negates the bleeding effect.

Thorns (Ex)

A metal gigantuar’s body is covered with sharp metal thorns. Any creature attacking a metal gigantuar with a non-reach melee weapon or with natural attacks takes 2d6+9 points of piercing damage from the metal gigantuar’s sharp thorns. A creature that grapples with a metal gigantuar takes this same damage each round.

ECOLOGY

Environment any
Organization solitary
Treasure double