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Deadly Gardens Immune cold, plant traits; SR 20 fade 24 hours after being absorbed Arcane Energy Release (Ex) When a star blossom releases arcane energy with its slam attack, it deals 1d4 points of force damage per arcane point it expends (maximum 4d4) Liquefaction (Ex) If a star blossom’s grappled opponent dies as a result of damage taken from its acid, the victim must succeed at a DC 21 Fortitude save or become liquefied, effectively disintegrating the victim’s body If the victim fails the save, the star blossom absorbs the slurry into itself and heals a number of hit points equal to the victim’s HD plus Con modifier Spell Tolerance (Su) As a star blossom encounters magic, its spell resistance improves temporarily When a spell fails to penetrate its spell resistance, it increases its resistance by against spells from that school If a spell penetrates the star blossom’s spell resistance, it increases the resistance by against spells from that school The star blossom cannot improve its spell resistance against universal spells This increase in spell resistance lasts for 24 hours Vines (Ex) A star blossom’s vines are primary natural attacks with a 10-foot reach The vines can independently grapple opponents without giving the star blossom the grappled condition OFFENSE Speed 30 ft., fly 40 ft (average) Melee slam +15 (1d6 plus arcane energy release), vines +16 (1d6 plus 1d6 acid and grab) Space ft.; Reach ft (10 ft with vines) Special Attacks liquefaction Spell-Like Abilities (CL 14th; concentration +19) 1/day—dimension door STATISTICS Str 10, Dex 20, Con 19, Int 19, Wis 18, Cha 21 Base Atk +10; CMB +10 (+14 grapple); CMD 25 Feats Dimensional AgilityUC, Hover, Skill Focus (Knowledge [arcana]), Skill Focus (Spellcraft), Skill Focus (Use Magic Device), Weapon Finesse, Weapon Focus (vine) Skills Fly +15, Heal +18, Knowledge (arcana) +24, Perception +16, Sense Motive +16, Spellcraft +24, Use Magic Device +25 Languages Aklo, Common, Draconic, Sylvan ECOLOGY Environment any land Organization solitary Treasure standard (magic items) SPECIAL ABILITIES Absorb Spells (Ex) If a spell fails to penetrate a star blossom’s spell resistance, the star blossom may attempt a concentration check (DC 15 + spell’s caster level) to absorb the spell energy On a successful concentration check, the star blossom adds a number of points equal to the spell’s level to one of its magic pools It separates arcane magic and divine magic into separate pools Treat psychic magic as arcane for this ability It can use divine pool points as a standard action to heal itself 1d8 points of damage per divine point expended (maximum 4d8) or to channel 1d6 points of negative energy per divine points expended (maximum 4d6) It can expend points from its arcane pool as a swift action to grant itself another use of dimension door, or use the arcane pool to power its arcane energy release There is no limit to how many points a star blossom can have in its magic pools at any one time, but unused points A star blossom is an otherworldly creature hailing from a magic-dead world Scholars who have studied star blossoms are uncertain whether the creatures arrived merely to get an understanding of magic or as a vanguard for an invading force Anecdotal evidence of encounters with only single star blossoms indicate their purposes are scholarly as opposed to threatening While a star blossom is capable of learning languages and apparently gains an understanding of Common shortly after its arrival, it makes no effort to communicate with other creatures A star blossom typically reacts in self-defense, either from weapon damage or persistent spell casting capable of bypassing its resistances The only exception to its nonproactive behavior is when it spies someone wielding a cold iron weapon, in which case it initiates combat and focuses all its attacks on the wielder Once engaged in combat, though, it fights until it or all its opponents are dead and absorbed into its body 65

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