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General Tabletop Discussion
D&D Older Editions
M:tG 3.0 to 3.5, Wave 3 - Thallids!
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<blockquote data-quote="HellHound" data-source="post: 1979120" data-attributes="member: 3397"><p><strong>Feral Thallid</strong></p><p></p><p>Large Plant</p><p>Hit Dice: 5d8+25 (47 hp)</p><p>Initiative: +0</p><p>Speed: 20 ft</p><p>AC: 17 (-1 Size, +8 Natural)</p><p>Attacks: 2 Slams +10 / +5 melee</p><p>Damage: Slam 1d8+10</p><p>Face/Reach: 5 ft by 5 ft / 10 ft</p><p>Special Qualities: Natural Appearance, Regeneration 3</p><p>Saves: Fort +9, Refl +1, Will +0</p><p>Abilities: Str 26, Dex 10, Con 20, Int 8, Wis 8, Cha 9</p><p>Skills: Hide +4*, Spot +4, Listen +2, Intimidate +8</p><p>Feats: Power Attack</p><p>Climate/Terrain: Forests and Valleys</p><p>Organization: Solitary, Team (2-3)</p><p>Challenge Rating: 5</p><p>Treasure: ½ Normal</p><p>Alignment: Chaotic Neutral</p><p>Advancement: 6-10 HD (large-size), 11-14 HD (huge-size)</p><p></p><p>No one knows where or when the Feral Thallids sprung up from the Thallid stock, but they are the most noted of them all, as the only Thallids often seen wandering from the</p><p>forests of their creation. They are almost never seen in the company of other Thallids, as if they were exiles from the rest of Thallid “society”.</p><p></p><p>They are the most humanoid of the Fungal Thallid races, towering 11 foot-tall creatures of forest-green hide with two defined trunk-like arms and legs. They are singularly powerful and are able to rip up small trees in their rampages.</p><p></p><p>COMBAT</p><p></p><p>Feral Thallids have no fear of death, rushing into combat with whatever creatures or small buildings they encounter, leaving a trail or ruins and bodies behind them to mark their way back to the ruined forests of their spawning.</p><p></p><p>Regeneration (Ex): Born and bred of fungus, Feral Thallids are nearly impossible to kill. Only Fire and Acid deal normal damage to a Feral Thallid.</p><p></p><p>Natural Appearance: Feral Thallids gain a +2 racial bonus to Hide rolls in naturally wooded environments.</p></blockquote><p></p>
[QUOTE="HellHound, post: 1979120, member: 3397"] [b]Feral Thallid[/b] Large Plant Hit Dice: 5d8+25 (47 hp) Initiative: +0 Speed: 20 ft AC: 17 (-1 Size, +8 Natural) Attacks: 2 Slams +10 / +5 melee Damage: Slam 1d8+10 Face/Reach: 5 ft by 5 ft / 10 ft Special Qualities: Natural Appearance, Regeneration 3 Saves: Fort +9, Refl +1, Will +0 Abilities: Str 26, Dex 10, Con 20, Int 8, Wis 8, Cha 9 Skills: Hide +4*, Spot +4, Listen +2, Intimidate +8 Feats: Power Attack Climate/Terrain: Forests and Valleys Organization: Solitary, Team (2-3) Challenge Rating: 5 Treasure: ½ Normal Alignment: Chaotic Neutral Advancement: 6-10 HD (large-size), 11-14 HD (huge-size) No one knows where or when the Feral Thallids sprung up from the Thallid stock, but they are the most noted of them all, as the only Thallids often seen wandering from the forests of their creation. They are almost never seen in the company of other Thallids, as if they were exiles from the rest of Thallid “society”. They are the most humanoid of the Fungal Thallid races, towering 11 foot-tall creatures of forest-green hide with two defined trunk-like arms and legs. They are singularly powerful and are able to rip up small trees in their rampages. COMBAT Feral Thallids have no fear of death, rushing into combat with whatever creatures or small buildings they encounter, leaving a trail or ruins and bodies behind them to mark their way back to the ruined forests of their spawning. Regeneration (Ex): Born and bred of fungus, Feral Thallids are nearly impossible to kill. Only Fire and Acid deal normal damage to a Feral Thallid. Natural Appearance: Feral Thallids gain a +2 racial bonus to Hide rolls in naturally wooded environments. [/QUOTE]
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M:tG 3.0 to 3.5, Wave 3 - Thallids!
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