The strange creature before you has many limbs and seems to be both plant and insect, spindly legs carrying it forward. XP 1,200 N Large (Tall) plant (psionic) Init +2; Senses low-light vision, greensight 60 ft.; Perception +9 DEFENSE AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size) hp 45 (6d8+18) Defensive Abilities Plant traits, deathly curse Weaknesses Deathly curse Fort +7; Ref +4; Will +2 Offense Speed 30 ft. Melee Slam +10 (1d8+8 plus pummel) Reach 10 ft. Special Attacks Death field, pummel Psi-Like Abilities (ML 6th; concentration +9) At Will - mindlink (unwilling targets, up to three targets)*, mind thrust (6d10, DC 20)* 3/day—fold space, energy cone (6d6)* *Includes augmentation for the ghaar’s manifester level. Statistics Str 18, Dex 14, Con 14, Int 16, Wis 10, Cha 8 Base Atk +4; CMB +9; CMD 21 Feats Improved Natural Attack (slam), Power Attack, Toughness Skills Autohypnosis +9, Heal +9, Intimidate +8, Knowledge (psionics) +12, Knowledge (religion) +12, Perception +9, Spellcraft +12, Stealth +7, Survival +9; Racial Modifiers SQ Brilliant psionics, Immortal knowledge Ecology Environment Any land Organization Solitary Treasure Standard Special Abilities Immortal Knowledge (Ex): A combination of long experience and their unique nature have given the ghaar many more day-to-day skills than other plant creatures. The ghaar gains (6 + intelligence modifier) skill points per level, and its class skills are: Appraise, Autohypnosis, Bluff, Craft, Diplomacy, Fly, Handle Animal, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Sense Motive, Spellcraft, Stealth, and Survival. The skills in the entry above are typical of a young or inexperienced ghaar, such as one that has spent a large amount of time in hibernation. In addition, the ghaar gains a +2 racial bonus to Knowledge checks made to identify a creature. Deathly Curse (Ex): The ghaar are damaged by positive energy and healed by negative energy, just as if they were undead beings, and may be turned or rebuked as though they were undead beings rather than plants. Pummel (Ex): The ghaar gains a +2 racial bonus to attack rolls when using its slam attack, deals slam damage as if it were one size lager, and living creatures struck by a ghaar’s slam must succeed at a Fortitude save (DC 16) or be staggered for one round. Death Field (Su): As a standard action, the ghaar may sacrifice an amount of hit points up to its current total, then release that energy as a burst of deathly power. Creatures within a 20-foot burst centered on the ghaar suffer negative energy damage equal to 10 + the number of hit points sacrificed. A Fortitude save (DC 15) halves this damage. Brilliant Psionics (Ex): A ghaar uses its Intelligence modifier instead of its Charisma modifier when determining the DCs of its psi-like abilities. The last of a dying race, the ghaar were nearly exterminated due to their affinity for necromancy and their monstrous appearance. The war that wiped out the vast majority of the ghaar was devastating and resulted in the death of their Heart Tree, which was the very soul of the race. Without the tree, the ghaar lost the ability to reproduce. Though ghaar do not succumb to old age, disease, war, and sorrow have slowly winnowed their numbers and now only a quiet few are left, wandering the multiverse in search of answers. Ghaar will often hide within forests or wildlands, where they construct temples that serve as meditation chambers and memorials to those they have lost. Ghaar architecture is both strange and psionically charged; it draws soul energy to itself, creating an echo chamber of death with which the ghaar communes. This practice, far from perverse, is a way the ghaar honor the dead and gain wisdom from those who have departed. Sadly, the ghaar’s ability to both understand and communicate with other living races is limited, and their inability to explain themselves properly continues to cause conflicts. Confronted with hostility or unwanted company, a ghaar will first attempt to establish a mindlink and request solitude. If this does not work, the creature uses fold space, engaging in battle only if enraged or if battle is unavoidable. A ghaar makes for a fearsome opponent; standing its ground and attacking with psychic powers, and then use their superior reach and pummel abilities to control the pace of battle. A ghaar’s death field ability is a weapon of last resort. Ghaar speak and understand common, and a variety of other languages. Most of them can still read their racial tongue (ghaarzon) but many have not spoken it aloud in so long that they have lost all ability to do so. |