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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: 1979122" data-attributes="member: 3397"><p><strong>Thallid</strong></p><p></p><p>Medium Plant</p><p>Hit Dice: 2d8+4 (13 hp)</p><p>Initiative: +0</p><p>Speed: 20 ft</p><p>AC: 16 (+6 Natural)</p><p>Attacks: 1 Slam +2 melee</p><p>Damage: Slam 1d6+1</p><p>Face/Reach: 5 ft by 5 ft / 5 ft</p><p>Special Qualities: Saproling Factory, Natural Appearance</p><p>Saves: Fort +5, Refl +0, Will +1</p><p>Abilities: Str 12, Dex 10, Con 14, Int 6, Wis 12, Cha 8</p><p>Skills: Hide +4*, Spot +2, Listen +2</p><p>Feats: None</p><p>Climate/Terrain: Forests and Valleys</p><p>Organization: Solitary, Clutch (2-5), Army (10-100)</p><p>Challenge Rating: 1</p><p>Treasure: ½ Normal</p><p>Alignment: Neutral</p><p>Advancement: 3-4 HD (Medium-size)</p><p></p><p>Thallids are strange magically-created fungal plant life created by arcane elven farmers in ages past. The thallids rose up and destroyed their creators and to this day control</p><p>the forest they were cloned in.</p><p></p><p>Thallids come in many forms, some more fungal appearing than others, some even looking like bipedal flowering plants. Most are deep green in colour and they are all</p><p>photosynthetic unlike most naturally-occurring fungi. They are usually about 5 feet tall and thick and weigh about 225 pounds. They are ravenous eaters, never seeming to get full, and a Thallid not going about a task is often found on “guard duty”, soaking up sunlight and earthbound nutrients. </p><p></p><p>COMBAT</p><p></p><p>Thallids will generally rush offending creatures in a swarming group accompanied by hordes of Saprolings. They are not especially effective combatants on their own and can generally be easily dispatched if they are not in a group.</p><p></p><p>Saproling Factory: A well-fed Thallid continuously buds and sprouts Saprolings. Under optimal conditions they bud a Saproling every day. Under typical conditions they will have 3d4 Saprolings in their immediate area for every Thallid encountered. Many of these Saprolings will be crawling over and about the Thallids themselves. Under dryer or harsher conditions 1d4 or 2d4 Saprolings will be encountered per Thallid. See the Saproling entry for more information.</p><p></p><p>Natural Appearance: Thallids gain a +4 racial bonus to Hide rolls in naturally wooded environments.</p></blockquote><p></p>
[QUOTE="HellHound, post: 1979122, member: 3397"] [b]Thallid[/b] Medium Plant Hit Dice: 2d8+4 (13 hp) Initiative: +0 Speed: 20 ft AC: 16 (+6 Natural) Attacks: 1 Slam +2 melee Damage: Slam 1d6+1 Face/Reach: 5 ft by 5 ft / 5 ft Special Qualities: Saproling Factory, Natural Appearance Saves: Fort +5, Refl +0, Will +1 Abilities: Str 12, Dex 10, Con 14, Int 6, Wis 12, Cha 8 Skills: Hide +4*, Spot +2, Listen +2 Feats: None Climate/Terrain: Forests and Valleys Organization: Solitary, Clutch (2-5), Army (10-100) Challenge Rating: 1 Treasure: ½ Normal Alignment: Neutral Advancement: 3-4 HD (Medium-size) Thallids are strange magically-created fungal plant life created by arcane elven farmers in ages past. The thallids rose up and destroyed their creators and to this day control the forest they were cloned in. Thallids come in many forms, some more fungal appearing than others, some even looking like bipedal flowering plants. Most are deep green in colour and they are all photosynthetic unlike most naturally-occurring fungi. They are usually about 5 feet tall and thick and weigh about 225 pounds. They are ravenous eaters, never seeming to get full, and a Thallid not going about a task is often found on “guard duty”, soaking up sunlight and earthbound nutrients. COMBAT Thallids will generally rush offending creatures in a swarming group accompanied by hordes of Saprolings. They are not especially effective combatants on their own and can generally be easily dispatched if they are not in a group. Saproling Factory: A well-fed Thallid continuously buds and sprouts Saprolings. Under optimal conditions they bud a Saproling every day. Under typical conditions they will have 3d4 Saprolings in their immediate area for every Thallid encountered. Many of these Saprolings will be crawling over and about the Thallids themselves. Under dryer or harsher conditions 1d4 or 2d4 Saprolings will be encountered per Thallid. See the Saproling entry for more information. Natural Appearance: Thallids gain a +4 racial bonus to Hide rolls in naturally wooded environments. [/QUOTE]
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