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Chill Oak Forest

Visolela

First Post
My first attempt at some undead critters. Please help!


Chill Oak
Size/Type: Large Fey (incorporeal)
HD: 6d8+30 (56 hp)
Initiative: +1
Speed: Fly 5
Armor Class: 17 (+1 Dex, +6 natural), 11 touch, flatfooted 16
Base Attack/Grapple: +2/+2
Attack: Shadow Touch
Full Attack: Shadow Touch
Space/Reach: 25 ft/ 25 ft
Special Abilities: Chill Sleep, Fatiguing Aura, Shadow Blend, Deep Slumber
Special Qualities: Incorporeal traits, plant traits, damage reduction 5/slashing, immunity to fire
Saves: Fort +9, Ref +3, Will +1
Abilities: Str 0, Dex 13, Con 0, Int 2, Wis 8, Cha 3
Skills: Hide +8, Listen +10, Concentrate +5
Feats: Ability Focus (Fatiguing Aura), Ability Focus (Chill Sleep)
Environment: Desert, chaparral
Organization: Grove
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7 - 12 HD [Large]; 13-19 [Huge].
Level Adjustment: -

Chill Oaks appear as shadowy Iron Oaks that seem as substantial as mist. They radiate an aura of cold continuously even when invisible (though it is only 50% as cold). They cast dark shadows on the ground that perfectly mimics the silhouette of their form in any lighting condition.

Chill Oaks are found in areas where large groves of oak trees were removed suddenly and violently. Many claim they are the ghosts of these oaks, come to wreck their vengeance on the living. They are only found in hot areas where their cold aura is a tempting lure to travelers wishing to rest in their cool shade or drink from the pools that collect around their roots. Chill Oaks do not affect most vegetation and are shelter a tiny oasis under their branches.

Combat: Chill Oaks lack a physical body. Without a physical body, most attacks simply have nothing to hit or to affect. A magical attack (including a magic weapon) made by a corporeal creature has a 50% chance to fail (with some exceptions). This reflects the possibility that the magic can somehow reach the creature and affect it. The failure chance works the same way as a miss chance does; for the sake the convenience, most people refer to the failure chance as the incorporeal miss chance.

Chill Oaks do not attack their victims directly. Physical contact with the tree or resting in its shadow triggers its spell-like effects. A slight aura of malevolence may be felt by some creatures in the presence of the Chill Oak and it can be banished as a ghost.

Those careful, strong or lucky enough to resist the Chill Oak’s effects can rest under its branches for a short period of time (1d6 hours) but must make a saving throw against its effects once per hour at a -1 per hour or be overwhelmed.

Most Gwytherian Elves and all Gwytherian Forest Lords are immune to the effects of the Chill Oaks. Most Gwytherian Dwarves, Changelings and those of Elvish or Dwarvish decent may also be immune to the effects of the Chill Oak. The Chill Oak’s effects are not mental in nature.

Being incorporeal, Chill Oaks can fly naturally but they rarely move and are mostly stationary. They will move randomly of their own accord. They will also move away from anything that they consider a threat. Few people have actually seen a Chill Oak move.

Due to their insubstantial nature, it is not difficult for Chill Oaks to disappear even on a clear, sunny day. They are effectively invisible if weather conditions are hazy, foggy or choked with smoke or dust. The cold of the Chill Oak is still present even if their physical form cannot be seen.

A few (5%) of Chill Oaks will have an equally incorporeal dryad living in their trunks. These dryads are icy shadows of their normal selves and while not actively evil they are unfriendly and sometimes hostile to those who approach to their tree. They can use all the same abilities as a Chill Oak plus their own natural abilities.

Chill Sleep (Su): The Chill Oak can cause a form of hibernation to overcome its opponent for 1d6 minutes (DC 19 fortitude save negates) upon when a creature touches it or is touched by its shadow (treat as a successful touch attack even though the Oak does not move) . This is not a mind effect, but a physical one, and so can affect creatures that would normally be immune to sleep affects, such as elves. The save DC is Charisma-based.

Deep Slumber (Su): A Chill Oak may cause a living creature to fall into a deep slumber if it touches any part of the Chill Oak or rests just under its shadow. Any living creature that begins its turn touching a Chill Oak or resting under it must succeed on a DC 22 Will save or be affected as though by a deep slumber spell. Any creature that falls into a natural sleep under the Chill Oak suffers a +3 to its saving throw. The save DC is Charisma-based.

Fatiguing Aura (Su): A Chill Oak's aura is tiring. Any creature touched by its shadow or touching it must make a DC 21 Fortitude save or become fatigued. A creature already fatigued becomes exhausted. The save is Charisma-based.


Incorporeal Traits: A Chill Oak is harmed only by other incorporeal creatures, magic weapons, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn't wish to be.
• An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn't wish to be.
• An incorporeal creature can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all non-magical attack forms, including energy (acid, cold, electricity, fire, and sonic) unless they come from a spell, spell-like ability, or supernatural ability.
• An incorporeal creature can enter or pass through solid objects, but it must remain adjacent to the object's exterior. They cannot see through opaque objects, however.
• Incorporeal creatures are weightless. They cannot fall or take falling damage
• Incorporeal creatures do not need to eat, breather, or drink

Plant Traits: Chill Oaks are immune to poison, sleep effects, paralysis, stunning, polymorphing, and mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). They are not subject to critical hits.

Shadow Blend (Su): In any conditions other than full daylight, the Hamadryad can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Society: Chill Oaks are often thought to be the shades of great forests that were cut down or destroyed in some orgy of violence. Others speculate that Chill Oaks are created by the death of oaks that died either by real physical cold or were slain by someone with a cold heart. The greatest known Forest of Chill Oaks is in the Great Stone Desert of Gwythr where thousands of Chill Oaks are scattered among the barren wasteland. Chill Oaks show a greater intelligence than their living counterparts, causing much speculation as to the true cause of their existence.

Chill Oaks continue to serve a purpose in the ecology of many areas. Highly magical species who have adapted to their effects or those resistant to their effects (especially cold-loving critters) live in or around Chill Oaks. Thus, each Chill Oaks is often an oasis of life in the midst of death and destruction.

Prepared travelers also use the Chill Oaks as rest stops during their travels. With proper protection and awareness of the oak’s dangers, a careful traveler can rest for several hours in relative comfort. Oaks do move, making it difficult to find them with any regularity unless one knows how to search for them.


Chill Oak Dryad
Size/Type: Medium Fey (incorporeal)
HD: 6d8+30 (56 hp)
Initiative: +5
Speed: 30 ft., Fly 10
Armor Class: AC 19, touch 15, flat-footed 14
Base Attack/Grapple: +3/+4
Attack: Slam +8 melee (1d3+1)
Full Attack: Slam +8 melee (1d3+1), or dagger +8 melee (1d4+1/19-20/x2), +8 ranged
Space/Reach: 5 ft /5 ft
Special Abilities: Spell-like
Special Qualities: Incorporeal traits, abilities damage reduction 5/cold iron, low-light vision, tree dependent, wild empathy +14 (+10 magical beasts), shadow blend, deep slumber, chill sleep
Saves: Fort +2, Ref +9, Will +5
Abilities: Str 10, Dex 21, Con 0, Int 18, Wis 13, Cha 22
Skills: Diplomacy +8, Escape Artist +12, Handle Animal +13, Hide +12, Knowledge (nature) +13
Feats: Alertness, Listen +10, Move Silently +12, Profession (herbalist) +4, Ride +13, Sense Motive +4, Spot +3, Survival +8, Use Rope +12, Negotiator
Environment: Chill Oak Forests
Organization: Solitary or Small groups
Challenge Rating: 4
Treasure: None
Alignment: Neutral Evil
Advancement: +3
Level Adjustment: 5-8 HD (Medium)

A coldly beautiful woman with a pixie’s face and an elf’s ears emerges from the bark of the Chill Oak. Her wispy gray hair billows around her insubstantial form. She is naked, except for a long knife strapped to one knee. Her icy blue eyes gaze at you coolly from a face lined by sorrow. Her insubstantial body and hair waver like smoke in the wind.

Combat: Chill Oak Dryads prefer to use specially made bows as insubstantial as themselves that fire arrows made of ice and shadow at the target. As the ice melts in releases an aura of cold that chills the victim as much as an artic blast or a hatchling white dragon’s breath causing them to suffer cold damage (save for half). The shadowy arrows are nearly impossible to withdraw from a victim unless he or she can manipulate shadows.

Chill Oak dryads radiate an aura of cold at all times. They can become invisible in normal conditions and effectively invisible during cloudy, misty, or smoky conditions without the use of magic.

These Dryads are reserved and elusive, preferring to avoid contact with any creature. Those who enrage or cross these Dryads will face the full wrath of their powers. Chill Oak Dryads often charm their victims before enticing them to spend a night wrapped in their cold form, where the living heat will be slowly drained away.
Being incorporeal, these Dryads can drift up to 5 feet above the ground and move as if flying.

Spell-Like Abilities: At will -- entangle (DC 17), speak with plants, tree shape; 3/day -- charm person (DC 17), chill slumber (DC 19), tree stride; 1/day -- suggestion (DC 19). Caster level 6th.

Chill Sleep (Su): The Chill Oak can cause a form of hibernation to overcome its opponent for 1d6 minutes (DC 19 fortitude save negates) upon when a creature touches it or is touched by its shadow (treat as a successful touch attack even though the Oak does not move) . This is not a mind effect, but a physical one, and so can affect creatures that would normally be immune to sleep affects, such as elves. The save DC is Charisma-based.

Deep Slumber (Su): A Chill Oak may cause a living creature to fall into a deep slumber if it touches any part of the Chill Oak or rests just under its shadow. Any living creature that begins its turn touching a Chill Oak or resting under it must succeed on a DC 22 Will save or be affected as though by a deep slumber spell. Any creature that falls into a natural sleep under the Chill Oak suffers a +3 to its saving throw. The save DC is Charisma-based.

Shadow Blend (Su): In any conditions other than full daylight, the Hamadryad can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Tree Dependent (Su): The dryad is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and fade away for 4d6 days. A dryad's oak does not radiate magic. A chill oak dryad dies with her tree.

Society: Chill Oak dryads are bound to the fate of their tree. If they communicate with any creature, it will be to find a way to restore their tree and end their sorrow. They are friendly only with Chill Oak treants and hamadryads.

Rarely glimpsed, these dryads will avoid confrontations if at all possible. They prefer to sneak out during cloudy days or at night to sift through the possessions of travelers or spy on them.

It is speculated that Chill Oak dryads can coax their trees to move, giving them the ability to move further than their living kin. They are extremely uncomfortable away from their tree and will fade slowly away if separated from it until they disappear. Chill Oak Dryads are unable to die unless their oak does, they will always reappear with 4d6 days.
Small groves of Chill Oak dryads are often found with Chill Oak treants and at least one Chill

Oak Hamadryad. These Dryads will follow the orders of the Hamadryad and cooperate with the treants. Individually, these dryads will rarely work together.
The Chill Oak dryad can be threatened and coerced by threat to its tree though such obedience is often met with disobedience and a frightful vengeance.

Chill Oak Hamadryad
Type: Medium Fey
Hit Dice: 6d6+6 (27 hp)
Initiative: +5
Speed: 40 ft (8 squares)
Armor Class: 18 (+5 Dex, +3 natural), touch 15, flat-footed 13
Base Attack/Grapple: +3/+4
Attack: Slam +8 melee (1d3+1)
Full Attack: Slam +8 melee (1d3+1), or dagger +8 melee (1d4+1/19-20/x2)
Space/Reach: 5 ft /5 ft
Special Attacks: Spell-like abilities, strider’s charm
Special Qualities: Damage reduction 5/cold iron, detect snares and pits, greater woodland stride, low-light vision, photosynthesis, plant sight, spell resistance 20, trackless step, tree dependant, wild empathy, woodland mastery, shadow blend
Saves: Fort +3, Ref +10, Will +9
Abilities: Str 12, Dex 21, Con 0, Int 14, Wis 15, Cha 19
Skills: Craft (any one) +7, Diplomacy +6, Escape Artist +13, Handle Animal +9, Hide +13, Knowledge (nature) +12, Listen +9, Move Silently +13, Ride +7, Search +7, Sense Motive +10, Spot +9, Survival +10 (+12 aboveground, +12 when following tracks), Swim +6, Use Rope +5 (+7 with bindings)
Feats: Ability Focus (strider’s charm) (B), Alertness, Iron Will, Weapon Finesse
Environment: Chill Oak Forest
Organization: Solitary or pair
Challenge Rating: 05
Treasure: None
Alignment: Neutral Evil
Advancement: 5-8 HD (Medium)
Level Adjustment: +3

A coldly beautiful woman with ears like an elf’s, and long misty gray hair emerges from behind a tree. She is naked, except for a long knife strapped to one knee. Her cloudy white eyes stare at you coldly. Her insubstantial body and hair waver like smoke in the wind.
The Chill Oak Hamadryad is an incorporeal, undead woodland spirit that is linked to a Chill Oak tree. They appear as beautiful elven or human women, with cloudy white or gray eyes, misty flesh and long smoky grey, black or blue-tinged hair.

Combat Though hamadryads carry knives, daggers and such, they tend to shun physical combat in favor of using their magical abilities. Hamadryads have a tremendous advantage in around Chill Oaks and make use of this at every opportunity. A hamadryad will use her charm person ability to take a creature out of a fight, compelling this creature to come away with her and perform some service for her. Once this service is completed, she will usually release the victim in the depths of a dryad grove, where he may be at the dryads’ mercy.

A favorite tactic against dangerous foes is to gather a cadre of charmed victims, animals, and other allies to beset the enemy. Meanwhile, the hamadryad will tree stride from tree to tree, using her entangle and charm person abilities to confuse and dishearten the attackers. Anyone attacking a hamadryad’s tree will be subject to her mad attack.
The Chill Oak Hamadryad, like her tree, can become invisible in normal conditions and becomes effectively invisible in shadowy, misty, foggy, cloudy or smoke-filled areas. The

Chill Oak Hamadryad radiates an aura of cold that affects creatures within close proximity to her, eventually causing them to die from exposure and loss of heat.
Being incorporeal, these Hamadryads can drift up to 5 feet above the ground and move as if flying.

Shadow Blend (Su): In any conditions other than full daylight, the Hamadryad can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Spell-Like Abilities: At will – entangle (DC 13), quench, speak with animals, speak with plants, tree stride; 3-day – charm person (DC 13); 1/day – command plants (DC 16), commune with nature. Caster level 11th. The save DCs are Wisdom-based.

Strider's Charm (Su): If a hamadryad enters a tree containing a spellcaster that is using tree stride or a similar spell, there always is room in the tree for the hamadryad. She has the ability to converse with the spellcaster normally, or she can attempt to charm the spellcaster (DC 19), as the charm person spell. These special charms can be used at will and do not count against the hamadryad's daily usage of her charm person spell-like ability. The save DC is Charisma-based.

Detect Snares and Pits (Su): Hamadryads have a continuous detect snares and pits ability, as the spell (caster level 20th).

Greater Woodland Stride (Ex): A hamadryad may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. In addition, thorns, briars, and overgrown areas that have been magically manipulated to impede motion do not affect her.

Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.

Plant Sight (Sp): Hamadryads can see a plant in its true form, as if under a continuous true seeing effect. They can also automatically identify magically created vegetation, including spells such as hallucinatory terrain or tree shape. They recognize treants and treant-controlled trees for what they are on sight.

Trackless Step (Ex): A hamadryad leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Tree Dependent (Su): Each hamadryad is mystically bound to a single, enormous Chill Oak tree. Unlike a dryad, a hamadryad can leave the vicinity of the oak and travel any distance away from the tree. However, she will quickly die if the tree is destroyed. A hamadryad’s oak does not radiate magic or show other signs of its true nature, though careful questioning with a speak with plants spell probably will reveal the tree for what it is.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the hamadryad has a +6 racial bonus on the check (as well as a +2 synergy bonus for Handle Animal).

Woodland Mastery (Su): Hamadryads are in tune with their forest and the environment they live in, and have a significant advantage while in the woodlands. They have exact knowledge of their forest home, providing them with +20 to Knowledge (nature) and Survival checks. Hamadryads in the forest are immune to any sort of summoning spell, but are aware of the attempted summons and from where it originated. They can consume and process any type of water, even water fouled by human or animal wastes.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability drain, energy drain, or death from massive damage. Slow shadows have darkvision with a range of 60 feet.

Traits
An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).

 No Constitution score.

 Darkvision out to 60 feet.

 Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

 Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.

 Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.

 Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.

 Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

 Uses its Charisma modifier for Concentration checks.

 Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.

 Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.

 Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.

 Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.

 Undead do not breathe, eat, or sleep.

Society: These Hamadryads are peaceful and reserved by nature, but quick-witted and usually polite to those they deal with. These creatures are cool to all of they encounter and standoffish even with the forest’s inhabitants. Unlike normal Hamadryads they rarely cooperate with rangers, druids, and beings that call upon them, even in the pursuit of protecting their homes. They are barely civil even to Chill Oak dryads and treants. These

Hamadryads are attracted to comely males, on whom they will often cast a charm spell and compel them to perform a special service or drain the warmth from their flesh.

Chill Oak Hamadryads live only in the remains of vast ancient forests far from civilized peoples, where they serve as guardians of the woodland graveyards. Though they can leave the vicinity of their tree without harm, they are uncomfortable away from trees and never willingly leave the Chill Oak forests. It is unknown what the Chill Oak Hamadryads derive sustenance from if anything.

Hamadryads speak Elven and Sylvan, and can speak with plants. Nearly all hamadryads also know Druidic and the language of treants, and they usually learn Common from individuals they have charmed, if they get the opportunity.















Chill Oak Treant
Type: Huge Magical Beast (Augmented plant)
Hit Dice: HD 7d8+35; hp 66
Initiative: -1
Speed: 45 foot, Fly 30
Armor Class: 20, touch 7, flat-footed 20
Base Attack/Grapple:
Attack: +12 melee (2d6+9, 2 slams)
Full Attack: +12 melee (2d6+9, slam) Grp +22
Space/Reach: 15 ft./15 ft.
Special Attacks: animate trees, double damage against objects, trample 2d6+13
Special Qualities: cold resistance 12, damage reduction 10/slashing, darkvision 60 ft., fast healing 2, low-light vision, plant traits, shadow blend, vulnerability to fire
Saves: +10, Ref +1, Will +7
Abilities: Str 29, Dex 8, Con 0, Int 12, Wis 16, Cha 12
Skills: Diplomacy +3, Hide -9*, Intimidate +6, Knowledge (nature) +8, +16 racial bonus on Hide checks made in Chill Oak forests
Feats: Listen +8, Move Silently +5, Sense Motive +8, Spot +8, Survival +8; Improved Sunder, Iron Will, Power Attack
Environment: Chill Oak Forest
Organization: Solitary or small groups
Challenge Rating: 9
Treasure: None
Alignment: Neutral Evil
Advancement: 8-16 HD (Huge); 17-21 HD (Gargantuan)
Level Adjustment: +5

A huge Chill Oak tree, as insubstantial as mist and dark as a mooncast shadow, rests in a grove of similar trees. Its branches rustle in an unfelt wind before slits appear in the burls in its trunk. Large hollows filled with purple-edged black flames gap open under a wide slit filled with broken teeth made from jagged slivers.

A Chill Oak treant is about 50 feet tall, with a "trunk" about 5 feet in diameter. It weighs about 6,500 pounds.

Treants speak their own language, plus Common and Sylvan. Most also can manage a smattering of just about all other humanoid tongues—at least enough to say "Get away from my trees!"

Combat: Treants prefer to watch potential foes carefully before attacking. They often charge suddenly from cover to trample the despoilers of forests. If sorely pressed, they animate trees as reinforcements.

By themselves, Chill Oak treants are formidable opponents. They constantly radiate an aura of cold that can kill just as if it was a Chill Oak. They possess all the abilities of a Chill Oak plus a few of their own and a cunning intelligence. Chill Oak Treants are capable of making long-term plans and patiently carrying them out.

Chill Oak treants are hostile to any beings except oaks, dryads, hamadryads and other good or neutral-aligned woodland beings. They gain a +4 racial bonus against beings who naturally seek to harm the undead, incorporeal beings or woodland creatures.
As incorporeal beings, Chill Oak treants can fly naturally.

Animate Trees (Sp): A Chill Oak treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the Chill Oak treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.

Chill Sleep (Su): The Chill Oak can cause a form of hibernation to overcome its opponent for 1d6 minutes (DC 19 fortitude save negates) upon when a creature touches it or is touched by its shadow (treat as a successful touch attack even though the Oak does not move) . This is not a mind effect, but a physical one, and so can affect creatures that would normally be immune to sleep affects, such as elves. The save DC is Charisma-based.

Deep Slumber (Su): A Chill Oak may cause a living creature to fall into a deep slumber if it touches any part of the Chill Oak or rests just under its shadow. Any living creature that begins its turn touching a Chill Oak or resting under it must succeed on a DC 22 Will save or be affected as though by a deep slumber spell. Any creature that falls into a natural sleep under the Chill Oak suffers a +3 to its saving throw. The save DC is Charisma-based.

Double Damage against Objects (Ex): A Chill Oak treant or animated tree that makes a full attack against an object or structure deals double damage.

Fatiguing Aura (Su): A Chill Oak's aura is tiring. Any creature touched by its shadow or touching it must make a DC 21 Fortitude save or become fatigued. A creature already fatigued becomes exhausted. The save is Charisma-based.

Trample (Ex): As a standard action during its turn each round, a Chill Oak treant can run over an opponent at least one size category smaller than itself. The trample deals 2d6+13 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 22) for half damage.

Fast Healing (Ex): A Chill Oak treant regains hit points at the rate of 2 hit points per round.

Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the Chill Oak treant to re-grow or reattach lost body parts.

Plant Traits: A Chill Oak treant is immune to poison, sleep effects, paralysis, stunning, and polymorphing, and mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It is not subject to critical hits.

Shadow Blend (Su): In any conditions other than full daylight, a Chill Oak treant can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Vulnerability to Fire (Ex): A shadow treant takes half again as much damage as normal (+50%) from fire.

Traits
An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).

 No Constitution score.
 Darkvision out to 60 feet.

Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.

Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.

Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.

Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Uses its Charisma modifier for Concentration checks.

Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.

Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.

Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.

Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
Undead do not breathe, eat, or sleep.

Society: Chill Oak treants are often viewed as the embodiment of the forest’s intelligence. Other speculate that they were trees quickened by the life being extinguished around them as the Iron Oak forest was destroyed while others maintain they are the ghosts of Treants that once protected the Iron Oak forest.

Whatever their origin, the Chill Oak treants are bitter and angry spirits now. They spend much of their time slumbering and waiting for interlopers to threaten their trees. The Chill Oak treants protect the Chill Oaks, dryads and hamadryads and other woodland creatures vigorously.

Some Chill Oak treants have resigned themselves to their fate and resist any attempt to restore them to life or lay them to rest. Others seem to relish each confrontation and will not try to avoid being laid to rest while some plot and plant to restore themselves and their trees to life.

Those who seek the afterlife are belligerent and will refuse to co-operate, negotiate or communicate with any non-treant. Other Chill Oak treants may co-operate, negotiate, and communicate with any being that they think will further their aims.
Chill Oak treants are able to ‘herd’ their trees (incorporeal Chill Oaks) and so they can move within the boundaries of the Great Stone Desert. They are usually unable to leave the Great Stone Desert though exceptions have been known to exist with the help of magic.

A Chill Oak treant who has been tricked or wronged in any way will never forget the treachery or slight. It will nurse the hurt until it is able to wreck its vengeance against the wrong-doer.

A few Chill Oak treants have embraced their new state of being and see themselves as performing a valuable service in protecting the Chill Oaks and their strange ecology.
 

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sdavis75

First Post
You've got some interesting ideas here. I haven't gone over the stat blocks with a fine toothed comb, but at a glance I see some major errors regarding type.

While you introduced this batch of critters as undead, none of them seem to have the undead type; you've got most of them typed as fey. I do see that in the decriptive text, you've given some of them undead traits, however. The type you choose determines all sorts of things, including size of Hit Dice. Undead have 12-sided hit dice and no Constitution score. I see that most (if not all) of the creatures you've included here have a Con score of 0, which is not quite the same thing as not having a score at all. When a creature has no ability score, it should be noted as "-", not "0." Also, a creature with no Con score can have no bonus hit points (calculated by multiplying a creature's number of Hit Dice x Con modifier). A creature's type also determines base attack bonus, base saving throws, and skill points.

I've attached the type and subtype descriptions from the 3.5SRD. They can also be found in the Monster Manuals.

Good luck.
 

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Visolela

First Post
Re-post of Chill Stats

Chill Oak
Size/Type: Large Undead (incorporeal)
HD: 5d12 (60)
Initiative: +1
Speed: Fly 5
Armor Class: 17 (+1 Dex, +6 natural), 11 touch, flatfooted 16
Base Attack/Grapple: +2/+2
Attack: Shadow Touch
Full Attack: Shadow Touch
Space/Reach: 25 ft/ 25 ft
Special Abilities: Chill Sleep, Fatiguing Aura, Shadow Blend, Deep Slumber
Special Qualities: Incorporeal traits, plant traits, damage reduction 5/slashing, immunity to fire
Saves: Fort +9, Ref +3, Will +1
Abilities: Str 0, Dex 13, Con -, Int 2, Wis 8, Cha 3
Skills: Hide +8, Listen +10, Concentrate +5
Feats: Ability Focus (Fatiguing Aura), Ability Focus (Chill Sleep)
Environment: Desert, chaparral
Organization: Grove
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7 - 12 HD [Large]; 13-19 [Huge].
Level Adjustment: -


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Chill Oak Dryad
Size/Type: Medium Undead (incorporeal)
HD: 5d12 (60 hp)
Initiative: +5
Speed: 30 ft., Fly 10
Armor Class: AC 19, touch 15, flat-footed 14
Base Attack/Grapple: +3/+4
Attack: Slam +8 melee (1d3+1)
Full Attack: Slam +8 melee (1d3+1), or dagger +8 melee (1d4+1/19-20/x2), +8 ranged
Space/Reach: 5 ft /5 ft
Special Abilities: Spell-like
Special Qualities: Incorporeal traits, abilities damage reduction 5/cold iron, low-light vision, tree dependent, wild empathy +14 (+10 magical beasts), shadow blend, deep slumber, chill sleep
Saves: Fort +2, Ref +9, Will +5
Abilities: Str 10, Dex 21, Con -, Int 18, Wis 13, Cha 22
Skills: Diplomacy +8, Escape Artist +12, Handle Animal +13, Hide +12, Knowledge (nature) +13
Feats: Alertness, Listen +10, Move Silently +12, Profession (herbalist) +4, Ride +13, Sense Motive +4, Spot +3, Survival +8, Use Rope +12, Negotiator
Environment: Chill Oak Forests
Organization: Solitary or Small groups
Challenge Rating: 4
Treasure: None
Alignment: Neutral Evil
Advancement: +3
Level Adjustment: 5-8 HD (Medium)


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Chill Oak Hamadryad
Type: Medium Undead (Incorporeal)
Hit Dice: 6d12 (72 hp)
Initiative: +5
Speed: 40 ft (8 squares)
Armor Class: 18 (+5 Dex, +3 natural), touch 15, flat-footed 13
Base Attack/Grapple: +3/+4
Attack: Slam +8 melee (1d3+1)
Full Attack: Slam +8 melee (1d3+1), or dagger +8 melee (1d4+1/19-20/x2)
Space/Reach: 5 ft /5 ft
Special Attacks: Spell-like abilities, strider’s charm
Special Qualities: Damage reduction 5/cold iron, detect snares and pits, greater woodland stride, low-light vision, photosynthesis, plant sight, spell resistance 20, trackless step, tree dependant, wild empathy, woodland mastery, shadow blend
Saves: Fort +3, Ref +10, Will +9
Abilities: Str 12, Dex 21, Con -, Int 14, Wis 15, Cha 19
Skills: Craft (any one) +7, Diplomacy +6, Escape Artist +13, Handle Animal +9, Hide +13, Knowledge (nature) +12, Listen +9, Move Silently +13, Ride +7, Search +7, Sense Motive +10, Spot +9, Survival +10 (+12 aboveground, +12 when following tracks), Swim +6, Use Rope +5 (+7 with bindings)
Feats: Ability Focus (strider’s charm) (B), Alertness, Iron Will, Weapon Finesse
Environment: Chill Oak Forest
Organization: Solitary or pair
Challenge Rating: 05
Treasure: None
Alignment: Neutral Evil
Advancement: 5-8 HD (Medium)
Level Adjustment: +3

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Chill Oak Treant
Type: Huge Undead (Incorporeal)
Hit Dice: 7d12 (84 hp)
Initiative: -1
Speed: 45 foot, Fly 30
Armor Class: 20, touch 7, flat-footed 20
Base Attack/Grapple:
Attack: +12 melee (2d6+9, 2 slams)
Full Attack: +12 melee (2d6+9, slam) Grp +22
Space/Reach: 15 ft./15 ft.
Special Attacks: animate trees, double damage against objects, trample 2d6+13
Special Qualities: cold resistance 12, damage reduction 10/slashing, darkvision 60 ft., fast healing 2, low-light vision, plant traits, shadow blend, vulnerability to fire
Saves: +10, Ref +1, Will +7
Abilities: Str 29, Dex 8, Con -, Int 12, Wis 16, Cha 12
Skills: Diplomacy +3, Hide -9*, Intimidate +6, Knowledge (nature) +8, +16 racial bonus on Hide checks made in Chill Oak forests
Feats: Listen +8, Move Silently +5, Sense Motive +8, Spot +8, Survival +8; Improved Sunder, Iron Will, Power Attack
Environment: Chill Oak Forest
Organization: Solitary or small groups
Challenge Rating: 9
Treasure: None
Alignment: Neutral Evil
Advancement: 8-16 HD (Huge); 17-21 HD (Gargantuan)
Level Adjustment: +5
 

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