demiurge1138
Inventor of Super-Toast
In the spirit of the Underdark Fey thread, I invite everyone to post their plant-type creatures on this thread. I'll start with an uninspired, but interesting one. Assassin vines have an unlimited advancement listing, you know...
Assassin Tree
Colossal Plant
Hit Dice: 33d8+297 (445 hp)
Initiative: +0
Speed: 5ft (1 square)
AC: 20 (-8 size, +18 natural), touch 2, flat-footed 20
Base Attack/Grapple: +24/+57
Attack: Slam +33 melee (3d6+25)
Full Attack: Slam +33 melee (3d6+25)
Space/Reach: 30ft/20ft (40ft with vines)
Special Attacks: Constrict 3d6+25, entangle, improved grab
Special Qualities: Blindsight 30ft, camouflage, immune to electricity, plant traits, resistance to cold 10 and fire 10
Saves: Fort +27, Ref +11, Will +14
Abilities: Str 44, Dex 11, Con 28, Int -, Wis 16, Cha 9
Environment: Temperate and warm forests
Organization: Solitary
CR: 11
Treasure: 1/10th coins, 50% goods, 50% items
Alignment: Always neutral
Advancement: 34-99 HD (Colossal)
Level Adjustment: -
This 40-foot tall tree does not have branches; it instead has long, supple-looking vines. The trunk of the tree is nearly ten feet in diameter, and its bark is brown and stringy. The vines are about the width of an ogre’s forearm, and its leaves are shaped like hands.
“Assassin tree” is a colloquialism for the eldest and largest assassin vines. These trees grow only in ancient, undisturbed forests unless purposely cultivated as a deterrent or guardian. Despite its lack of intelligence, an assassin tree can be trained to recognize creatures by scent, allowing some creatures to pass through its vines and others not to.
The assassin tree acts much like its smaller cousins; they lie in wait for prey, then grab it and use its blood and flesh as fertilizer. Unlike assassin vines, they are never found underground. Assassin tree wine is strong to the point of nearly undrinkable, and among grugach tribes, it is considered a sign of great fortitude to be able to drink a single mug of assassin tree wine without losing consciousness.
Combat
Assassin trees use simple tactics; lie still until prey is within reach, then attack. They use their entangle ability both to catch prey and to deter counter-attacks. Despite its many vines, it is only coordinated enough to attack with one at a time; once a victim is grappled in a vine, however, the assassin tree can attack with another vine while maintaining a hold.
Constrict (Ex): An assassin vine deals 3d6+25 points of damage on a successful grapple check.
Entangle (Su): An assassin tree can animate plants within 30ft of itself as a free action (Reflex DC 29 partial). The effect lasts until the assassin tree is dead, or decides to end it, also as a free action. The save DC is Wisdom based. It is otherwise identical to the entangle spell (CL 20th).
Improved Grab (Ex): To use this ability, an assassin tree must hit with a slam attack. It can then attempt to start a grapple as a free action that does not provoke an attack of opportunity. If it wins the grapple check, it gets a hold and can constrict as well as dealing slam damage every round.
Blindsight (Ex): Assassin vines have no visual organs but can ascertain foes within 30ft using sound, scent and vibration.
Camouflage (Ex): Since an assassin tree looks like a normal plant when at rest, it takes a DC 20 Spot, Survival or Knowledge (nature) check to notice it as animate before it attacks.
Plant Traits: Immune to all mind-influencing effects, immune to poisons, sleep, paralysis, polymorph and stunning. Not subject to flanking, critical hits or sneak attacks.
Space/Reach: Due to its Colossal size, creatures of Large size or smaller can pass through an assassin tree’s area. They cannot pass through the trunk of the assassin tree, however (consider to be a tree 10ft by 10ft for the purposes of movement, concealment and cover). In addition, creatures moving through the assassin tree move as though through difficult terrain (Each square counts as two, no running or charging).
Demiurge out.
Assassin Tree
Colossal Plant
Hit Dice: 33d8+297 (445 hp)
Initiative: +0
Speed: 5ft (1 square)
AC: 20 (-8 size, +18 natural), touch 2, flat-footed 20
Base Attack/Grapple: +24/+57
Attack: Slam +33 melee (3d6+25)
Full Attack: Slam +33 melee (3d6+25)
Space/Reach: 30ft/20ft (40ft with vines)
Special Attacks: Constrict 3d6+25, entangle, improved grab
Special Qualities: Blindsight 30ft, camouflage, immune to electricity, plant traits, resistance to cold 10 and fire 10
Saves: Fort +27, Ref +11, Will +14
Abilities: Str 44, Dex 11, Con 28, Int -, Wis 16, Cha 9
Environment: Temperate and warm forests
Organization: Solitary
CR: 11
Treasure: 1/10th coins, 50% goods, 50% items
Alignment: Always neutral
Advancement: 34-99 HD (Colossal)
Level Adjustment: -
This 40-foot tall tree does not have branches; it instead has long, supple-looking vines. The trunk of the tree is nearly ten feet in diameter, and its bark is brown and stringy. The vines are about the width of an ogre’s forearm, and its leaves are shaped like hands.
“Assassin tree” is a colloquialism for the eldest and largest assassin vines. These trees grow only in ancient, undisturbed forests unless purposely cultivated as a deterrent or guardian. Despite its lack of intelligence, an assassin tree can be trained to recognize creatures by scent, allowing some creatures to pass through its vines and others not to.
The assassin tree acts much like its smaller cousins; they lie in wait for prey, then grab it and use its blood and flesh as fertilizer. Unlike assassin vines, they are never found underground. Assassin tree wine is strong to the point of nearly undrinkable, and among grugach tribes, it is considered a sign of great fortitude to be able to drink a single mug of assassin tree wine without losing consciousness.
Combat
Assassin trees use simple tactics; lie still until prey is within reach, then attack. They use their entangle ability both to catch prey and to deter counter-attacks. Despite its many vines, it is only coordinated enough to attack with one at a time; once a victim is grappled in a vine, however, the assassin tree can attack with another vine while maintaining a hold.
Constrict (Ex): An assassin vine deals 3d6+25 points of damage on a successful grapple check.
Entangle (Su): An assassin tree can animate plants within 30ft of itself as a free action (Reflex DC 29 partial). The effect lasts until the assassin tree is dead, or decides to end it, also as a free action. The save DC is Wisdom based. It is otherwise identical to the entangle spell (CL 20th).
Improved Grab (Ex): To use this ability, an assassin tree must hit with a slam attack. It can then attempt to start a grapple as a free action that does not provoke an attack of opportunity. If it wins the grapple check, it gets a hold and can constrict as well as dealing slam damage every round.
Blindsight (Ex): Assassin vines have no visual organs but can ascertain foes within 30ft using sound, scent and vibration.
Camouflage (Ex): Since an assassin tree looks like a normal plant when at rest, it takes a DC 20 Spot, Survival or Knowledge (nature) check to notice it as animate before it attacks.
Plant Traits: Immune to all mind-influencing effects, immune to poisons, sleep, paralysis, polymorph and stunning. Not subject to flanking, critical hits or sneak attacks.
Space/Reach: Due to its Colossal size, creatures of Large size or smaller can pass through an assassin tree’s area. They cannot pass through the trunk of the assassin tree, however (consider to be a tree 10ft by 10ft for the purposes of movement, concealment and cover). In addition, creatures moving through the assassin tree move as though through difficult terrain (Each square counts as two, no running or charging).
Demiurge out.