Nadinhalla (V.1.4), big sister to the dryad. All comments are welcome!

Ferret

Explorer
Mostly all of the formating is by Terraism, so thank him as well. In this update I (with help from Terraism) sorted out some of then numbers, and finished of the skills, and suggestions on feats, skills and CR is gladly accept.

Nandinhalla
Colossal Fey
Hit Dice: 38d6+532 (649 hp)
Initiative: +4 (Dex)
Speed: 50 ft.
Defense: 35 (–8 size, +4 Dex, +24 natural +5 Bark skin armour)
Base Attack/Grapple: +19/+55
Attack: Greatclub +31 melee (12d8+30) OR Slam +31 melee (4d8+30)
Full Attack: Greatclub +31/+26/+21 melee (12d8+30) or Slam +31 melee (4d8+30)
Space/Reach: 30 ft./30 ft.
Special Attacks: Spell-like abilities, forest strangle, improved grab, trample (4d8 + 30)
Special Qualities: Damage reduction 15/Epic and cold iron, tree dependent, tremorsense 300 ft., wild empathy
Saves: Fort +26, Ref +25, Will +29
Abilities: Str 51(20), Dex 18(4), Con 39(14), Int 19(4), Wis 27(8), Cha 23 (6)
Skills: Concentration +24, Diplomacy +37, Escape Artist +20, Handle Animal +46, Heal +43, Intimidate +26, Knowledge (nature) +44, Listen +48, Perform (Sing) +46, Sense Motive +39, Spot +48, Survival +47
Feats: Awesome Blow, Cleave, Fling Enemy, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Large and in Charge, Power Attack

Environment: Temperate forests
Organization: Solitary or grove (4-7)
Challenge Rating:
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: ---

What you see in front of you looms from a tree too high to see its top, filtering little light on to the already hard to distinguish form. From what you can see, it looks mostly like a well formed female figure composed of mainly tree.

Formed from much larger trees then oaks, these massive dryads protect their woodlands in much the same way that the normal sized fey do, though they add a little more muscle to the environmentalism. They have the features of gigantic female elves; however, as with their more normal-sized relatives, their skin is like bark and their hair often branches out into the canopies of their forest, mingling with leaves.

The most often seen Nadinhalla stretches to a height of around 72 feet, although some monstrously large Nadinhalla have been seen and are said to be over 90ft tall. They usually weigh 120 tons but the larger ones are estimated to weigh up to 235 tons.
Combat:
Nandinhalla enter combat without much planning, however they are hard to aggravate unless their forest is in danger - they otherwise remain placid.
Improved Grab (Ex): In order to use this ability, the nadinhalla must hit an opponent with a slam attack. It can then make a grapple check as a free action without provoking an attack of opportunity.
Forest Strangle (Su): Calling on Nature itself, the nadinhalla can draw up foliage from the surrounding area, in a 30 foot radius. All creatures in the affected area are treated as though Entangled (DC to resist 10 + 1/2 HD + Wis Mod), and take 2d6 damage each round they spend within the area.[/font]
Spell like abilities: At will— entangle (DC 19), briar web* (DC 20), dawn (DC 18), deep slumber (DC 21), forest fold*, might of the oak*, speak with plants, tree shape, bark skin, call lightning (DC 21), daylight, plant growth, command plants (DC 22), wall of thorns, find the path, wood wose*; 3/day— anti-life shell, fire seed (DC 24), live oak, transport via plants, greater dispel magic, transmute metal to wood; 1/day— repel metal or stone, antipathy (DC 27), shambler, thunderswarm*; 1/year miracle. Caster level 30th. The save DCs are Wisdom based. Spells marked with a * are from Masters of the Wild.
Trample (Ex): Reflex half DC 54. The save DC is strength based.
Tree Dependent (Su): Each nadinhalla is mystically bound to a single, enormous sequoia, sherman, redwood or other tree over 200ft tall, and must never stray more than 1 mile from it. Any who do become ill and die within 1d4 days. A nadinhalla’s oak does not radiate magic.
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the nadinhalla has a +6 racial bonus on the check.

Equipment: The Great club is permanently under the effects of a shillelagh spell, but only when it is held by the Nadinhalla. They also wear Barkskin armour, which most craft themselves. This does not resize for different creatures.
 
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Yeesh, powerful... up in the Epic category for sure.

Amour class? In case she gets a "crush"? ;)

Grapple doesn't quite look right: +19 +20 (Str) +12 (Size) = +51, but I
could be remembering the size modifier incorrectly.

Attack doesn't quite look right either. I think you need to subtract the
size modifier.

She probably gets multiple attacks with her great club in a full attack.
Doesn't the Strength bonus get added to the great club damage?

Doesn't a fey get low-light vision? (For flying creatures, &c.)

Fort = 38/3 + 29/2 + 2 = 12 + 14 + 2 = +28, I think.

Some syntax errors in the description. I couldn't begin to guess at the
level adjustment. Personally I'd just make it a dash. :)

Sorry I didn't check everything.
 

Quite alright, I didn't you expect to use a fine tooth comb. Rarely get a replie to my posts. Grapple is +16, but then I must have done something else wrong and added 25 not 20 for the strength. I definatly remember changing it, don't know why.

I'll rework the attack, used to doing natural attacks, oh well. I'll add the Lowlight vision and redo the fort save, I can't explain were the +1 came from in less I added Up, not Down.

Level adjustment, I might send it away to NASA.

Last thing, Syntax? I've heard of it no idea what it is.
 

Ferret - didn't have much to do, so I took out the old fine-toothed comb, and... :D So, here's what it comes out to, by my math.
Nandinhalla
[font=&quot]Colossal Fey[/font]

Hit Dice: 38d6+532 (649 hp)
Initiative: +4 (Dex)
Speed: 50 ft.
Armor Class: 35 (–8 size, +4 Dex, +29 natural)
Base Attack/Grapple: +19/+55
Attack: Greatclub +31/+26/+21 melee (6d8+30)
Full Attack: Greatclub +31/+26/+21 melee (6d8+30) or Slam +31 melee (4d8)
Space/Reach: 30 ft./30 ft.
Special Attacks: Spell-like abilities, forest strangle, improved grab, trample (4d8 + 30)
Special Qualities: Damage reduction 5/cold iron, tree dependent, tremorsense 300 ft., wild empathy
Saves: Fort +26, Ref +25, Will +29
Abilities: Str 51, Dex 18, Con 39, Int 19, Wis 27, Cha 23
Skills: Diplomacy +37, Escape Artist +20, Handle Animal +46, Heal +43, Intimidate +26, Knowledge (nature) +44, Listen +48, Perform +39, Sense Motive +39, Spot +48, Survival +48
Feats: Awesome Blow, Cleave, Fling Enemy, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Large and in Charge, Power Attack
Environment: Temperate forests
Organization: Solitary or grove (4-7)
Challenge Rating:
Treasure:
Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: ---
--------------------------------------------------------------------
What you see in front of you looms from a tree too high to see its top, filtering little light on to the already hard to distinguish form. From what you can see, it looks mostly like a well formed female figure composed of mainly tree.

Formed from much larger trees then oaks, these massive dryads protect their woodlands in much the same way that the normal sized fey do, though they add a little more muscle to the environmentalism. They have the features of gigantic female elves; however, as with their more normal-sized relatives, their skin is like bark and their hair often branches out into the canopies of their forest, mingling with leaves.


Combat:
Nandinhalla enter combat without much planning, however they are hard to aggravate unless their forest is in danger - they otherwise remain placid.

Improved Grab (Ex):[font=&quot] In order to use this ability, the nadinhalla must hit an opponent with a slam attack. It can then make a grapple check as a free action without provoking an attack of opportunity.
Forest Strangle (Su): Calling on Nature itself, the nadinhalla can draw up foliage from the surrounding area, in a 30 foot radius. All creatures in the affected area are treated as though Entangled (DC to resist 10 + 1/2 HD + Wis Mod), and take 2d6 damage each round they spend within the area.
Spell like abilities: At will— entangle (DC 19), briar web* (DC 20), dawn (DC 18), deep slumber (DC 21), forest fold*, might of the oak*, speak with plants, tree shape, bark skin, call lightning (DC 21), daylight, plant growth, command plants (DC 22), wall of thorns, find the path, wood wose*; 3/day— anti-life shell, fire seed (DC 24), live oak, transport via plants, greater dispel magic, transmute metal to wood; 1/day— repel metal or stone, antipathy (DC 27), shambler, thunderswarm*; 1/year miracle. Caster level 30th. The save DCs are Wisdom based. Spells marked with a * are from Masters of the Wild.
Trample (Ex): Reflex half DC 54. The save DC is strength based.
Tree Dependent (Su): Each nadinhalla is mystically bound to a single, enormous sequoia, sherman, redwood or other tree over 200ft tall, and must never stray more than 1 mile from it. Any who do become ill and die within 1d4 days. A nadinhalla’s oak does not radiate magic.
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the nadinhalla has a +6 racial bonus on the check.
[/font]

[font=&quot]
Other notes - with this allotment, you're still missing 14 skill points, and four feats. (Skill points for Fey are 6 + Int Mod/HD, which works out to (6 + 4) * 38 = 380. They recieve - as do all creatures - 1 feat plus 1/3 HD, working out to 1 + (38/3) = 1 + 12 = 13.) Syntax errors were just grammatical correctness. Fixed those. ;) Other than that, I like the thing, though I don't even want to begin trying to give it a CR.
[/font]
 
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Pretty damned good actually. I think it's much better, Did you amalgamate the natural armour and the bark skin armour?

However you listed the full attack, in the normal attack and removed the other option on the full attack and in both you would need to add damage for the slam attack. How did you calculate the (str) damage and to hit?

Sorry I went into critique mode.
 

Ferret said:
However you listed the full attack, in the normal attack and removed the other option on the full attack and in both you would need to add damage for the slam attack.
I'm not sure what you mean by this, since I *think* I had that in there. See below - copied from above.
Terraism said:

Base Attack/Grapple: +19/+55
Attack: Greatclub +31/+26/+21 melee (6d8+30)
Full Attack: Greatclub +31/+26/+21 melee (6d8+30) or Slam +31 melee (4d8)
Ferret said:
How did you calculate the (str) damage and to hit?
Fairly straightforward - BAB progression for Fey is as Wizard - HD/2, leading to it having a +19 BAB. Add in the +20 Strength bonus ((51-11)/2 = +20), and... oh. +39 - not +31. My bad. See? Questions good. I have no idea why it managed to come out lower - I'll take a look at that. The damage bonus, though, is right (:D ), at +30 for using the greatclub two-handed. (STR Mod * 1.5). Edit: Duh. The attack bonus is +31 instead of +39 because of the -8 penalty Colossal creatures get to their attack roll. Makes perfect sense now.
Ferret said:
Did you amalgamate the natural armour and the bark skin armour?
Yes, I did. It'd work both ways, but, and maybe it's just me, but having a suit of bark armor not nearly though thick as your natural bark skin seemed incredibly odd. :)

As for critique mode? Go ahead - I think that's probably what my big gynormous post above qualified as, after all!
 
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Terraism said:
Ferret said:
However you listed the full attack, in the normal attack and removed the other option on the full attack and in both you would need to add damage for the slam attack.
I'm not sure what you mean by this, since I *think* I had that in there. See below - copied from above.
Terraism said:
Base Attack/Grapple: +19/+55
Attack: Greatclub +31/+26/+21 melee (6d8+30)
Full Attack: Greatclub +31/+26/+21 melee (6d8+30) or Slam +31 melee (4d8)
The attack part is for one attack using a standard action which uses the highest bonus only on the one attack, as far as I can see you think that full attack list all modes of attacks.
Terrasim said:
Ferret said:
How did you calculate the (str) damage and to hit?
Fairly straightforward - BAB progression for Fey is as Wizard - HD/2, leading to it having a +19 BAB. Add in the +20 Strength bonus ((51-11)/2 = +20), and... oh. +39 - not +31. My bad. See? Questions good. I have no idea why it managed to come out lower - I'll take a look at that. The damage bonus, though, is right (:D ), at +30 for using the greatclub two-handed. (STR Mod * 1.5). Edit: Duh. The attack bonus is +31 instead of +39 because of the -8 penalty Colossal creatures get to their attack roll. Makes perfect sense now.
Does as well. I get the grapple/hide bonus for creatures mixed up with attack and AC bonus.

Terraism said:
Ferret said:
Did you amalgamate the natural armour and the bark skin armour?
Yes, I did. It'd work both ways, but, and maybe it's just me, but having a suit of bark armor not nearly though thick as your natural bark skin seemed incredibly odd. :)
I'm going to treat it as armour, rather then a bonus to armour class.

Terraism said:
As for critique mode? Go ahead - I think that's probably what my big gynormous post above qualified as, after all!
Wouldn't that be Gianormus as a mix of giant and enormus? Any way thanks, no ideas on feats?

P.S this quoting bussiness is confusing!
 

Ferret said:
The attack part is for one attack using a standard action which uses the highest bonus only on the one attack, as far as I can see you think that full attack list all modes of attacks.
[Shakes head.] I'm an idiot. I know that perfectly well, and I was convinced that I had set the attack entry to just one attack - and even used the incorrect entry to show it. I have absolutely no idea how I managed to do that.

Ferret said:
Wouldn't that be Gianormus as a mix of giant and enormus? Any way thanks, no ideas on feats?

P.S this quoting bussiness is confusing!
Probably would. :) As for feats... hmm... it'll depend on what sources you're looking at, but... Savage Species has some good ones, including:
- Area Attack
- Blowhard
- Pain Mastery (requires Toughness, but might embody the "fury of nature" a bit.)
- Roll With It
 

I consider them but the top two seem too cartoonish and the others didn't seem to fit, but the general idea is good. I might look over the bottom two again.
 

Ferret said:
I consider them but the top two seem too cartoonish and the others didn't seem to fit, but the general idea is good. I might look over the bottom two again.
I can see your objection to Blowhard, but Area Attack? It doesn't seem cartoonish to let the 200 foot tall tree-lady to stomp on things, but it does seem cartoonish to let her use the really big club to hit more than one thing at once?
 

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