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Created by Epic Meepo.

Sitting atop of tangle of tendrils, this cluster of reed-like stalks is topped with glittery, gossamer leaves.

Dazzle Cane (CR 2) XP 600
N Medium plant Init +2; Senses tremorsense 30 ft.; Perception +0
--- AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 22 (3d8+9) Fort +6, Ref +3, Will +1 Immune plant traits
--- Speed 5 ft. Melee tendril +5 (1d4+4) Space 5 ft., Reach 10 ft. Special Attacks entrancing motion
--- Str 17, Dex 15, Con 16, Int —, Wis 11, Cha 8 Base Atk +2; CMB +5; CMD 17 (can't be tripped)
--- Environment temperate or warm forests or plains Organization solitary, pair, or patch (3–6) Treasure incidental
--- Entrancing Motion (Ex) Once per round as a free action, a dazzle cane can sway back and forth, forcing air through its hollow, flute-like stalks. Any creature within 30 feet that sees or hears the dazzle cane doing so must succeed on a DC 14 Will save or be entranced until the end of its next turn. An entranced creature can take no action other than to move at its normal speed into a space within the dazzle cane's reach, at which point the entranced creature becomes stunned for as long as it remains entranced. This is a mind-affecting effect. The save DC is Constitution-based.

A dazzle cane is a reed-like carnivorous plant that lures prey by swaying its glimmering leaves and creating music using its hollow, flute-like stalks. Some craftsmen insist that dazzle cane stalks are ideal for the crafting of masterwork flutes and similar instruments, though the value of any given dazzle cane being used for this purpose is highly dependent upon both specimen in question and its condition upon being harvested.

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