Size:
Large
Type:
Plant
Form:
... that walks like a man
Temper:
# App:
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
skirmisher
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Needle Cone
The saguaroi expels a spew of needles in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 11 (2d10) piercing damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail their saving throws have their speed cut in half. A creature with its speed reduced like this must succeed a DC 16 Constitution saving throw at the end of each of its turns in order to regain its natural speed.
Action
Slam
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage plus 21 (3d10 + 5) piercing damage.
Special
Locate Water
A saguaroi can spend an hour to concentrate on the location of the nearest source of pure water measuring at least 10 gallons within a 5-mile radius. The saguaroi can find water hidden behind natural barriers regardless of thickness, but it cannot discover water within manufactured objects, including worked stone.
Special
Needle Hide
A saguaroi is covered with needles and spines. Any creature grappling a saguaroi or attacking it with an unarmed strike takes 3 (1d6) points of piercing damage. A creature grappling a saguaroi takes this damage each round of the grapple.
Special
Regenerate
The saguaroi regains 10 hit points at the start of its turn. If the saguaroi takes fire damage, this trait doesn't function at the start of the saguaroi's next turn. The saguaroi dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
2 slams
10 (1d6+5)

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Freeze
The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, patch of fungus, and so on). The creature gains +20 on all checks to hide in plain sight as this kind of inanimate object.
Special
|Freeze
Needle Cone Three times per day, a saguaroi can eject a barrage of needles from its body. This effect creates a 15-foot-cone burst of needles that deals piercing damage to all creatures in the area (Breath save for half).
Special
|Freeze
Needle Hide A saguaroi is covered with needles and spines, and its slam attacks deal both bludgeoning and piercing damage.
Special
|Freeze
Any creature grappling a saguaroi or attacking it with a natural attack or unarmed strike takes 2d4 piercing damage (manufactured weapons with the reach special feature do not endanger the user this way). A creature grappling a saguaroi takes this damage each round of the grapple.
Special
|Freeze
Produce Water As a standard action once per hour, a saguaroi can cut itself (taking 1 point of damage) to produce 1 gallon of water. After producing 4 gallons, it becomes fatigued. After producing 8 gallons, it becomes exhausted and cannot produce more water for 24 hours.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Alertness
Action
Feat 2
Combat Reflexes
Action
Feat 3
Improved Initiative
Action
Feat 4
Lightning Reflexes
Action
Melee 1
2 slams +10 (1d6+5)
Special
Needle Cone (Ex)
Three times per day, as a standard action a saguaroi can eject a barrage of needles from its body. This effect creates a 15-foot-cone burst of needles that deals 4d6 points of piercing damage to all creatures in the area (Reflex DC 20 for half). The save DC is Constitution-based.
Special
Needle Hide (Ex)
A saguaroi is covered with needles and spines, and its slam attacks deal both bludgeoning and piercing damage. Any creature grappling a saguaroi or attacking it with a natural attack or unarmed strike takes 1d4 points of piercing damage (manufactured weapons with the reach special feature do not endanger the user this way). A creature grappling a saguaroi takes this damage each round of the grapple.
Special
Produce Water (Ex)
As a standard action once per hour, a saguaroi can cut itself (taking 1 point of damage) to produce 1 gallon of water. After producing 4 gallons, it becomes fatigued. After producing 8 gallons, it becomes exhausted and cannot produce more water for 24 hours.
Saguarois, also called cactusfolk by desert-dwelling humanoids, make their homes in rocky badlands, hot scrublands on the edge of vast deserts, and sandy dunes baked by the sun. They are generous but territorial, offering aid to travelers who brave the blistering deserts-often in the form of their own watery blood-but don't tolerate guests who overstay their welcome. Civilization rarely attempts to push far into the deserts, leaving these creatures relatively isolated from other intelligent races. In cases where belligerent settlements threaten the way of life for tribes of saguarois, however, the cactusfolk respond with terrifying violence.
Cactus Nomads. Saguarois live in small nomadic tribes, traveling under the life-giving sun by day and rooting themselves each night in places where they can draw minerals from the pebbly and sandy soil and absorb water. Saguarois produce flowers once a year that go to seed and grow into young saguarois if the adult creatures properly care for them. If planted, a seed must be attended by one or more saguarois over the course of a year before the infant saguaroi sprouts. After sprouting, it takes 4 years before the infant saguaroi can uproot itself and move about, and decades more to reach maturity. Some saguarois have lived for hundreds of years, and these old cactusfolk often sprout additional limbs or strange twisting growths stretching out from their cylindrical torsos. Usually these additional limbs and growths are nonfunctional, but significantly advanced saguarois have been known to learn how to use them as if they were their primary arms and legs.
5e SRD