Vyyyk
Huge Plant
Hit Dice: 15D8+75 (135) (45 Per Head)
Initiative: +8 Dex
Speed: N/A
AC: 26 (+8 Dex, +10 Natural, -2 Size)
Attacks: 3 Bite +21, Spit +23
Damage: Bite 1D6+6 and Poison, Spit 1D4 and Slow
Face/Reach: 40 ft. by 40 ft./25 ft.
Special Attacks: Spit, Burrow, Regeneration
Special Qualities: Plant Qualities (immune to poison, sleep, paralysis, stunning, and polymorphing; not subject to critical hits or mind influencing effects) Blindsight- a Vyyyk can automatically asertain the exact position of any foe who is in contact with the ground.
Saves: Fort +14, Ref +4, Will +6
Abilities: STR 22, Dex 27, Con 21, Int 3, Wis 12, Cha 9
Skills: +15 Hide

Climate/Terrain: Any Temperate
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always Neutral
Advancement: 16-28 HD (Gargantuan), 29-45 HD (Colossal)

Vyyyk are a strange plant creature that some evil creatures often plant on their grounds to keep intruders out. These strange three headed plants are something between a venus fly trap, and a trap door spider. Most of the time they spend sunning themselves to create energy, but sometimes, durring times of great heat or drout, they hide underground in their burrows waiting for an opertunity for some fresh fertilizer.

When an unsuspecting creature comes into it's range the Vyyyk's three heads simultaniously strike at the creature in an effort to subdue or even kill it and then drag it's remains underground with them to be properly digested.

Combat
When hungry or under attack a Vyyyk will first try to slow it's prey down with it's sticky necter by spitting this at any who venture too near. They then try to kill the victim by biting them with it's three heads. Once this is acomplished it leaves the corpse to rot on the ground or occasionally takes the corpse underground and keeps it in it's mout to provide it with all the neutrience that it needs to grow. If it is overly injured in the fight it retreats back down it's burrow and hides until the creature that was attacking it gives up and leaves.

Spit- By spitting it's gooey necter at an oponent it can effectively slow down most any who would attack it. Effect same as the slow spell but instead requires a reflex save. Reflex save (DC: 16)

Burrow- By retreating down it's hole it can then seal the enterance with it's own sap requireing a strenght check (DC: 26) to open the enterance and finish off the Vyyyk.

Plant Regeneration- Killing a Vyyyk does not nessisarily mean it's dead. To kill it off for good you must kill it's main root which is found roughly 20 feet underground in the center of where the three heads are at. If the root is not destroyed a new Vyyyk will grow within 1D10 weeks.

Skills: A vyyyk gains an automatic +15 to hide checks in grassy or otherwise plant covered areas.

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