Volodni (War1) (CR 1)
Medium Plant
Alignment: Usually chaotic neutral
Initiative: +0; Senses: low-light vision and Spot +2
Languages: Common, Sylvan
AC: 17 (+2 natural, +3 studded leather, +2 large wooden shield), touch 10, flat-footed 15
Hit Dice: 1d8+4 (8 hp)
Fort +3, Ref +0, Will +1
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +1
Attack: Flail +1 melee; or javelin +1 ranged
Full Attack: mail +1 melee; or javelin +1 ranged
Damage: Flail 1d8; javelin 1d6
Special Attacks/Actions: -
Abilities: Str 10, Dex 10, Con 13, Int 8, Wis 13, Cha 9
Special Qualities: Cold resistance 5, half damage from piercing, plant traits, sustenance
Feats: Toughness
Skills: Hide -2* and Spot +2
Advancement: By character class
Climate/Terrain: Cold forest
Organization: Solitary or band (3-8)
Treasure/Possessions: Standard
Source:
Unapproachable East
Half Damage from Piercing (Ex): Piercing weapons deal only half damage to volodnis, with a minimum of 1 point of damage.
Sustenance (Ex): Volodnis require only 2 hours of sleep per day to gain the benefits of 8 hours of sleep (although arcane spellcasters must still have 8 hours of rest to prepare spells). Volodnis only require one-quarter the food and water a human requires, as they absorb nutrients from their environment.
Skills: *Due to their coloration and ability to remain motionless, volodnis receive a +4 racial bonus on Hide checks in wooded terrain.
Volodnis are remorseless and determined opponents. They have little fear of weapon-wielding humans, as they know they are hard to incapacitate with a single blow.