Sargassum Heap

Creature 6
  • Large
  • amphibious
  • plant
Perception
+10; wavesense 60 feet
Skills
Athletics +17, Stealth +14
Str +5, Dex +4, Con +5, Int −4, Wis +2, Cha +0

Wavesense (Precise) 60 feet

AC
14; Fort +17, Ref +14, Will +10
HP
180; Immunities critical hits, precision, unconscious; Weaknesses slashing 5; Resistances cold 5

Mirage Spores (aura, incapacitation, mental) 120 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 22 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
10 feet, climb 10 feet, swim 25 feet

Melee ◆ tendril +17 (reach 10 feet), Damage 2d8+8 bludgeoning plus Grab

Constrict ◆ 2d8+3 bludgeoning, DC 23 basic Fortitude

Grab ◆

Source: Pathfinder Monster Core

Running this fight? Add the sargassum heap to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

ORC Notice. From Pathfinder Monster Core (© 2024 Paizo Inc.) and Monster Core 2 (© 2025 Paizo Inc.). This product is licensed under the ORC License held in the Library of Congress at TX 9-307-067 and available online at various locations including www.paizo.com/orclicense, www.azoralaw.com/orclicense and others. All warranties are disclaimed as set forth therein. "Pathfinder" is a trademark of Paizo Inc.; this site is not published, endorsed or approved by Paizo Inc.

Full attribution and authors