Peahat

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Peahats are a relatively passive plant-like species that have developed the ability to fly, and protect themselves with blade-like roots. These root, though growing from the head, are layered with heavy metals pulled from the soil around it. Though not intelligent, they possess the innate ability to protect a certain object or area, as long as it is covered in their pheromones. Thus, training them, though smelly, provides a rather obedient beast.

PEAHAT CR 4

XP 1,200
N Large plant
Init +6; Senses blindsight 60 ft., All-around vision; Perception +7

DEFENSE
AC 17, touch 11, flat-footed 15 ( +2 Dex, +6 natural, –1 size)
HP 42 (5d8 +20)
Fort +8, Ref +3, Will +0
DR 5/slashing; Immune plant traits

OFFENSE
Speed fly 60 ft. (perfect)
Melee blade slam +7 (1d8 +6)
Space 10 ft.; Reach 15 ft.
Special Attacks spawn larva, rage (9 rounds/day)

STATISTICS
Str 18, Dex 14, Con 19, Int 2, Wis 9, Cha 11
Base Atk +3; CMB +8 ( +12 grapple); CMD 20
Feats Combat Reflexes, Improved Initiative, Weapon Focus (blade slam)
Skills Perception +7

SPECIAL ABILITIES

Spawn Larva (Ex)
As a standard action, a Peahat may spawn a 1d4 Peahat Larva. These take their turn immediately after the Peahat’s, and follow the mother’s commands. Upon seeing all of her larva destroyed, a Peahat will enter a Rage.

PEAHAT, LARVA CR 1/4

Though the Peahat larva have no eyes, they are able to see due to a sonar-like ability, using scent. Though not strong, they are overwhelming in groups.

XP 100
N Tiny plant
Init +1; Senses blindsense 60 ft.; erception +4

DEFENSE
AC 13, touch 11, flat-footed 12 ( +1 Dex, +2 size)
HP 4 (1d8)
Fort +3, Ref +1, Will +0
Immune plant traits

OFFENSE
Speed fly 40 ft. (perfect)
Melee tentacle +3 (1d3 -5 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 5, Dex 13, Con 10, Int —, Wis 10, Cha 2
Base Atk +0; CMB -1 ; CMD 4 (can’t be tripped)
Feats Weapon Finesse
Skills Escape Artist +11, Perception +4, Stealth +19, Swim +9; Racial Modifiers +4 Perception, +10 Escape Artist, +10 Stealth

SPECIAL ABILITIES

Poison (Ex)
Sting—injury; save Fort DC 10; frequency 1/round for 1d4 rounds; effect 1 Con damage; cure 1 save. The DC of the save is Constitution-based.


Though not actually a member of the Peahat family, the Seahat works in a similar way. A trio of blade-like fins top it’s head, which it uses to charge at high-speeds towards boats. Once the boat is capsized, it will feast on the contents of the boat.

SEAHAT CR 6

XP 2400
N Huge Magical Beast
Init +10; Senses darkvision 60 ft., low-light vision; Perception +11

DEFENSE
AC 24, touch 14, flat-footed 18 ( +6 Dex, +10 natural, -2 size)
HP 62 (5d8 +40)
Fort +12, Ref +7, Will +4;
DR 5/slashing

OFFENSE
Speed fly 80 ft. (perfect), swim 30 ft.
Melee Bite +11 (2d6 +8 plus grab), slam +10 (1d8 +8)
Space 15 ft. Reach 15 ft.
Special Attacks swallow whole (2d6 +8, DC 15, 7 HP)

STATISTICS
Str 26, Dex 22, Con 27, Int 2, Wis 17, Cha 19;
Base Atk 3; CMB 12; CMD 28
Feats Combat Reflexes, Improved Initiative, Weapon Focus (bite)
Skills Perception +11

Peahat

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