Doldrums Heap
Creature 9- Perception
- +15; wavesense 120 feet
- Skills
- Athletics +21, Stealth +18
- Str +6, Dex +4, Con +5, Int −4, Wis +2, Cha +0
Wavesense (Precise) 120 feet
- AC
- 16; Fort +21, Ref +18, Will +15
- HP
- 300; Immunities critical hits, precision, unconscious; Weaknesses slashing 10; Resistances cold 10
Mirage Spores (aura, incapacitation, mental) 300 feet.
The sargassum heap constantly produces a field of hallucinogenic spores that causes those affected to see the monster as whatever they desire most. Each creature within the emanation must succeed a DC 27 Will save or become Fascinated with the sargassum heap and compelled to move toward it on the creature's turn. Creatures fascinated this way are also Off-Guard. If the sargassum heap attacks, the fascinated condition ends only for the creature that is attacked. On a successful save, a creature is temporarily immune to mirage spores for 24 hours.
- Speed
- 20 feet, climb 20 feet, swim 40 feet
Melee ◆ tendrils +21 (reach 15 feet), Damage 2d12+10 bludgeoning plus Grab
Constrict ◆ 1d12+10 bludgeoning, DC 28 basic Fortitude
Draw In ◆◆ The doldrums heap attempts to Reposition up to three creatures it has Grabbed or Restrained. These attempts neither apply nor count toward the heap's multiple attack penalty.
It can move them into its own space, dealing 1d12+10 bludgeoning damage.
Grab ◆
Source: Pathfinder Monster Core