High Gothic for Garden. Usually constructed by Imperial Nobles, Rogue Traders and other high ranking officials containing a wide variety of exotic fauna and designed resembling the mythological old lost gardens of Terra.
Myconids IN SPAAAAACE! A peaceful and incredibly lazy race who accepted becoming subjects of the Azlanti Star Empire as long as they were allowed to continue sitting around smoking
weed sedative spores all day.
Ability Modifiers: +2 Str, +2 Con, -2 Cha
Hit Points: 6
Size and Type: Medium plant.
Atmospheric Alteration: As a move action while in atmosphere, a hortus can spend 1 Resolve Point to release a mix of spores into the air. When it uses this ability, the hortus chooses a type of saving throw (Fortitude, Reflex, or Will) and whether to enhance or penalize that save. If it enhances, creatures within 20 feet gain a +2 enhancement bonus to saving throws of the chosen type for 1d4 rounds; if it penalizes, creatures within 20 feet take a –1 penalty to saving throws of the chosen type for 1d4 rounds. A creature can attempt a Fortitude save before the bonus or penalty is applied to ignore this effect. The save DC is equal to 10 + half the hortus’s level + its Constitution modifier. This is an inhaled poison effect.
Hortus Senses: Hortuses have low-light vision.
Limited Plant Benefits: Despite being plant creatures, hortuses don’t gain the standard immunities associated with creatures of the plant type. Instead, they gain a +2 racial bonus to saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants.
Slightly Poisonous: A creature that hits a hortus with a bite attack must succeed at a Fortitude save or become sickened for 1d4 rounds. The save DC is equal to 10 + half the hortus’s level + its Constitution modifier.
Spongy Form: A hortus has damage reduction 5/slashing; this stacks with one other source of damage reduction.