Ledosha

Ledosha-F-c.jpg

Bounding across the plain of ice is a scrabbling, root-like creature, silent, for all of its size, 10 feet long and borne upon stalk-like legs, pursuing the fading light.

Ledosha (Snowthorn) (CR 2; XP 600)
N Large plant
Init +1; Senses low-light vision, scent; Perception +0
Defense
AC 17, touch 10, flat footed 16
(+1 Dex, +7 natural, -1 size)
hp 28 (3d8+15)
Fort +8, Ref +2, Will +1
Immune sonic, plant traits; Resist cold 15;
Weakness darkness
Offense
Speed 50 ft., burrow 10 ft. (snow only)
Melee slam +0 (1d8+2)
Space 10 ft., Reach 5 ft.
Statistics
Str 18, Dex 12, Con 20, Int —, Wis 11, Cha 1
Base Atk +2; CMB +7; CMD 18 (22 vs. trip)
SQ docile, unpalatable
Ecology
Environment cold
Organization solitary
Treasure none
Special Abilities
Weakness to Darkness (Ex) When in total darkness, a ledosha will make only a single move, and then become dormant until exposed to sunlight again.
Docile (Ex) Unless specifically trained for combat (see the Handle Animal skill, a ledosha’s gore is treated as secondary attack.
Unpalatable (Ex) The warm bodily fluids of a ledosha are so bitter that no creature will bite it twice, and the biter is automatically sickened for 1 round after the first successful bite attack.

Ledosha are bizarre polar plants that live off sunlight and the water in melted snow, gaining the occasional minerals from decaying organic matter. Bodily they resemble their Common-tongue name of snowthorn, being 10-foot long, whitish, bark-covered pods with a pointed end, borne by four stalk-like legs. Small pores act as sensory organs, and expel spores at interval to be taken in by other traveling ledosha, engendering spore-pods that are buried in the ice and snow.

Snowthorns are highly mobile, and almost never stop moving when the sun is shining; they become dormant and typically burrow into the snow when darkness falls, often for long periods when in polar winter. This mobility is put to use by some arctic humanoids, who have learned to use the fast-moving plants as mounts, controlling their direction of movement with paddles that cover the photosynthetic areas of the ledosha’s backs. Being plants, ledosha cannot be trained via Handle Animal, but can be made to “charge” and “stop” with DC 20 Ride checks, provided the rider has at least 2 ranks of Knowledge (nature). Though snowthorns are naturally solitary, reproducing at a distance, those that breed them as mounts can assemble large pens of them quite quickly, especially if they have access to daylight spells to keep them active in winter, and give them slops.

On Porphyra

The Red Host of the Northlands use ledosha heavily as patrol mounts, and their Thornmaster breeders know every trick to coax the mindless plants into military maneuvers. Presumably they exist in the Eternal Ice of the southern pole, but the ith’n yaroo there speak of “horns of the ancestors” and apparently rule them to be taboo. They are not present in the Frozen North as the frost worms there seem to be the only beings in creation that find them edible, to the point of hunting down any snowthorns that have been imported.

Plant Companions

Plant companions (mounts), like animal companions, have different starting sizes, speed, attacks, ability scores, and special qualities. All plant attacks are made using the creature’s full base attack bonus unless otherwise noted. Plant attacks add the plant’s Strength modifier on the damage roll, unless it has only one attack, in which case it adds 1-1/2 times its Strength modifier. Some plant companions have special abilities, such as scent. Plant companions cannot gain armor or weapon proficiency feats, even as they advance in hit dice, and cannot use manufactured weapons at all unless their description says otherwise.

As you gain levels, your plant companion grows in power as well. It gains the same bonuses that are gained by animal companions.

Each plant companion gains an additional bonus, usually at 4th or 7th level, as listed with each plant choice.

Ledosha Starting Statistics
Size Large; Speed 50 ft.; AC +4 natural armor; Attack slam (1d6); Ability Scores Str 16, Dex 12, Con 18, Int —, Cha 1
Special Qualities low-light vision, plant traits, unpalatable

4th level advancement: Ability Scores +2 Str, +2 Con; Attack slam 1d8; Special Qualities resist cold 15