My Homebrew plants

law

First Post
I hope you people are liking my monsters. Well since I if you have sean the monster before these are the newer updates vershons. :D

Ixen Ia’ejah’iv
Large Plant (Fire)
Hit Dice:
2d8+12 (21 hp)
Initiative: -1 (-1 Dex)
Speed: 0 ft.
AC: 13 (-1 Dex, -1 size, +5 natural), touch 8, flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Slam +0 melee (1d6-1 plus 1d6 fire)
Full Attack: Slam +0 melee (1d6-1 plus 1d6 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, Heat
Special Qualities: Damage reduction 5/slashing, Low-light vision, Immunity to fire, plant traits, vulnerability to cold, SR 14
Saves: Fort +9, Ref -1, Will -4
Abilities: Str 8, Dex 9, Con 23, Int -, Wis 2, Cha 1
Skills: -
Feats: -
Environment: Any volcanic
Organization: Solitary or Cluster (3-9)
Challenge Rating: 3
Treasure: Standard
Alignment: Always neutral
Advancement: 3-6 HD (Large)
Level Adjustment: -

You see a large glowing flower, it seams to give off the color of glowing magma and the smell of a bonfire.

Known as fire flower’s to the common folk of khorvaire and those that do know its real name say it means the same thing in draconic. These blazing hot flowers are found in all known volcanoes on khorvaire.

A little known abilities of this flower is that is can release a cone of fire to protect its self from danger. Being fire proof helps given where it lives and well as giving it the ability to live together and not burn each other down from there own defenses.

Combat
Being a mindless plant, it really will not attack unless attacked first.
Breath Weapon (Su): 30-foot cone, once every 1d10 rounds, damage 2d6 fire, Reflex DC 17 half. The save DC is Constitution-based.
Heat (Ex): An ixen ia’ejah’iv’s red-hot body deals 1d6 points of extra fire damage when ever it hits in melee or, when grappling, during each round that it maintains a hold.

Creatures or weapons that strike an ixen ia’ejah’iv also take this damage (no save allowed).

Special
The ixen ia’ejah’iv is known for its Optional Material Component.
Fire Flower: The top most part of the Ixen Ia’ejahiv is known to increase the power of damaging fire spells, it has a 35% chance to add an additional 1d6 points of fire damage to spells with the fire subtype. Price: 150 gp.
 

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Sky Seed
Large Plant
Hit Dice:
6d8+33 (60 hp)
Initiative: +4 (+4 Dex)
Speed: Fly 5 ft. (Perfect)
AC: 16 (+4 Dex, -1 size, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: +4/+6
Attack: -
Full Attack: -
Space/Reach: 10 ft./10 ft.
Special Attacks: Solar Ray
Special Qualities: Damage Reduction 5/Slashing, Fast Healing 10, Low-light Vision, Plant Traits
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 7, Dex 18, Con 19, Int 3, Wis 12, Cha 8
Skills: Spot +10
Feats: Toughness (x3)
Environment: Syrania Manifest Zones
Organization: Solitary, Cluster (2-13)
Challenge Rating: 6
Treasure: None; See Below
Alignment: Usually neutral
Advancement: 7-16 HD (Large); 17-18 HD (Huge)
Level Adjustment: -

Before you floats, a large green seed, you also see six large leaves sprouting from the top of the plant. There also seems to be a single strange stalk sprouting from the top center of the plant right above the leaves.

Sky seeds seem to grow and thrive in places that are linked to the plane of Syrania. Since this is a fact known to many sages they are easy to find. Since one of the largest such linked places is the city of sharn they are a common site floating in the upper reaches of the city floating to stay in the sun as long as they can. From this, they have the common name in sharn as Sharn Sky Seeds in others places that are link to the plane of Syrania they have also gained the nick name of Sun Seed.

Unlike many things that grow in the city of sharn the sky seed has not been tried to be killed off. In fact its just the opposite that is true. Many people want them to grow for their sap, leaves, and seeds. Each part of the sky seed are known for their ability to increase the power of many spells, be they healing, fly, or even spells of the sun domain. When I sky seed is killed it floats down to the ground. After that the sky seed will commonly have enough sap for 1 use per hit dice, 1 seed per hit dice and 6 leaves. These are the only treasures a sky seed has but they are good ones at that.

Combat
Sky seeds are not very bright so they use only one battle plan try to move away from the opponents while blasting them with its solar ray.
Solar Ray (Su): Every 1d4 rounds a sky seed can fire a ray of light that deals 1d10 points of fire damage per hit dice of the sky seed (6d10 points of fire damage for the standard one presented here). The sky seed has to make a ranged touch attack to hit its target (the sky seed has a +8 ranged attack bonus) this ability has a range of 20 feet per hit die of the sky seed (120 ft. for the one presented here).

Special
The sky seed is prized for its Optional Material Components.
Sky Seed Sap: This transparent sap glows with a soft golden light. When Sky Seed Sap is used as a component in any conjuration (healing) spell, it has a 20% chance to add an additional 1d8 to the healing spells amount of damage healed. Price: 150 gp. Weight 1 lb.
Sky Leaves: These large green leaves seem extra light to the touch almost as if they where made of air. When Sky Leaves are used as a component in any spell that grants flight, it has a 30% chance to double the fly speed the spell grants. Price: 115 gp.
Sun Seed: This small seed gives off a bright golden glow and sheds light like a torch. When a Sun Seed is used as a component for a spell from the sun domain there is a 40% chance that the caster level will increase by +3 for that spell. Price: 90 gp.
 

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