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Monsters of Rock: Desert Rose
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<blockquote data-quote="Robbert Raets" data-source="post: 2212462" data-attributes="member: 8250"><p><em>"I dream of rain, eyleeeh, eyleeeh....."</em></p><p><strong><span style="font-size: 15px">DESERT ROSE</span> (SANCTIFIED VINE HORROR)</strong></p><p><strong>Medium-Size Plant</strong></p><p><strong>Hit Dice:</strong> 5d8+20 (42 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 30 ft, Swim 20 ft.</p><p><strong>AC:</strong> 18 (+8 natural), touch 10, flat-footed 18</p><p><strong>Base Attack/Grapple:</strong> +3/+7</p><p><strong>Attack:</strong> Slam +7 melee</p><p><strong>Full Attack:</strong> 2 Slams +7 melee</p><p><strong>Damage:</strong> Slam 1d6+4</p><p><strong>Space:</strong> 5 ft</p><p><strong>Special Attacks:</strong> Light ray</p><p><strong>Special Qualities:</strong> Half damage from piercing and slashing, malleability, plant traits, aura of menace, magic circle against evil, tongues</p><p><strong>Saves:</strong> Fort +8, Ref +1, Will +2</p><p><strong>Abilities:</strong> Str 18, Dex 10, Con 19, Int 9, Wis 13, Cha 10</p><p><strong>Skills:</strong> Hide +0 (+15*), Listen +3, Spot +3, Swim +16</p><p><strong>Feats:</strong> Alertness, Blind-Fight</p><p><strong>Environment:</strong> Any desert or good-aligned plane</p><p><strong>Organisation:</strong> Solitary or colony (2-12)</p><p><strong>Challenge Rating:</strong> 5</p><p><strong>Treasure:</strong> -</p><p><strong>Alignment:</strong> Always Neutral Good</p><p><strong>Advancement:</strong> 6-7 HD (Large); 8-16 HD (Huge)</p><p></p><p><em>A beautiful, green-skinned humanoid steps forward. (S)he seems aglow with golden power, and as you get a chance to study him/her, you notice that the creature's skin is almost bark-like</em></p><p></p><p>Vine Horrors are sentient, often cruel, colonies of algae with the ability to assume a roughly humanoid form. Seeking atonement for their malicious transgressions, some Vine Horrors seek out Celestial guidance. Transformed by holy magic, they are then placed in desert environs which are the anathema to the swampy habitats of the 'Desert Rose' 's former existence, so that they may meditate upon their past crimes and future existence.</p><p></p><p><strong>COMBAT</strong></p><p>A Desert Rose's natural weapons, and any weapons it wields, are considered good weapons for the purpose of overcoming Damage Reduction.</p><p><strong>Light Ray (Su):</strong> Once per round, as a standard action, a Desert Rose can fire a ray of searing light from it's hand. The ray is treated as a ranged touch attack and has a maximum range of 60 feet. Against evil creatures, the ray deals 2d6 points of damage. The light has no harmful effect on nonevil creatures.</p><p><strong>Aura of Menace (Su):</strong> A righteous aura surrounds the Desert Rose. Any hostile creature within a 20-foot radius of the Desert Rose must make a DC 12 Will save to resist its effects. Those who fail take a -2 penalty on attacks, AC, and saves for one day or until they succesfully hit the Desert Rose. A creature that has resisted or broken the effect cannot be affected by this Desert Rose's aura for one day.</p><p><strong>Magic Circle against Evil (Su):</strong> A magic circle against evil effect always surrounds the Desert Rose, as the <em>magic circle agianst evil</em> spell at caster level 5th.</p><p><strong>Tongues (Su):</strong> A Desert Rose can speak iwth any creature that has a language (the Desert Rose's own language is Sylvan), as though using a <em>tongues</em> spell cast by a 10th level mage. This ability is always active.</p><p><strong>Malleability (Ex):</strong> Because of a Desert Rose's unusual body structure, it can compress its body enough to squeeze through a 1-inch wide crack. Cracks and similar openings that are 1 inch or more in width do not slow the Desert Rose at all.</p><p><strong>Plant Traits (Ex):</strong> A Desert Rose is immune to poison, <em>sleep</em>, paralysis, stunning, and polymorphing. It is not subject6 to critical hits or mind-affecting effects. A Desert Rose also has low-light vision.</p><p><strong>Skills:</strong> Desert Roses have a +8 racial bonus on any Swim check to perform some special action or avoid a hazardand can always choose to take 10 on Swim checks, even if distracted or endangered.</p><p>* Desert Roses have a +15 racial bonus on Hide checks in swamps or other areas with noticable concentrations of algae.</p><p></p><p><strong>Base Creature:</strong> Vine Horror, page 185, <em>Fiend Folio</em>;</p><p><strong>Template:</strong> Sanctified Creature, page 186-187, <em>Book of Exalted Deeds</em>.</p></blockquote><p></p>
[QUOTE="Robbert Raets, post: 2212462, member: 8250"] [i]"I dream of rain, eyleeeh, eyleeeh....."[/i] [b][size=4]DESERT ROSE[/size] (SANCTIFIED VINE HORROR) Medium-Size Plant Hit Dice:[/b] 5d8+20 (42 hp) [b]Initiative:[/b] +0 [b]Speed:[/b] 30 ft, Swim 20 ft. [b]AC:[/b] 18 (+8 natural), touch 10, flat-footed 18 [b]Base Attack/Grapple:[/b] +3/+7 [b]Attack:[/b] Slam +7 melee [b]Full Attack:[/b] 2 Slams +7 melee [b]Damage:[/b] Slam 1d6+4 [b]Space:[/b] 5 ft [b]Special Attacks:[/b] Light ray [b]Special Qualities:[/b] Half damage from piercing and slashing, malleability, plant traits, aura of menace, magic circle against evil, tongues [b]Saves:[/b] Fort +8, Ref +1, Will +2 [b]Abilities:[/b] Str 18, Dex 10, Con 19, Int 9, Wis 13, Cha 10 [b]Skills:[/b] Hide +0 (+15*), Listen +3, Spot +3, Swim +16 [b]Feats:[/b] Alertness, Blind-Fight [b]Environment:[/b] Any desert or good-aligned plane [b]Organisation:[/b] Solitary or colony (2-12) [b]Challenge Rating:[/b] 5 [b]Treasure:[/b] - [b]Alignment:[/b] Always Neutral Good [b]Advancement:[/b] 6-7 HD (Large); 8-16 HD (Huge) [i]A beautiful, green-skinned humanoid steps forward. (S)he seems aglow with golden power, and as you get a chance to study him/her, you notice that the creature's skin is almost bark-like[/i] Vine Horrors are sentient, often cruel, colonies of algae with the ability to assume a roughly humanoid form. Seeking atonement for their malicious transgressions, some Vine Horrors seek out Celestial guidance. Transformed by holy magic, they are then placed in desert environs which are the anathema to the swampy habitats of the 'Desert Rose' 's former existence, so that they may meditate upon their past crimes and future existence. [b]COMBAT[/b] A Desert Rose's natural weapons, and any weapons it wields, are considered good weapons for the purpose of overcoming Damage Reduction. [b]Light Ray (Su):[/b] Once per round, as a standard action, a Desert Rose can fire a ray of searing light from it's hand. The ray is treated as a ranged touch attack and has a maximum range of 60 feet. Against evil creatures, the ray deals 2d6 points of damage. The light has no harmful effect on nonevil creatures. [b]Aura of Menace (Su):[/b] A righteous aura surrounds the Desert Rose. Any hostile creature within a 20-foot radius of the Desert Rose must make a DC 12 Will save to resist its effects. Those who fail take a -2 penalty on attacks, AC, and saves for one day or until they succesfully hit the Desert Rose. A creature that has resisted or broken the effect cannot be affected by this Desert Rose's aura for one day. [b]Magic Circle against Evil (Su):[/b] A magic circle against evil effect always surrounds the Desert Rose, as the [i]magic circle agianst evil[/i] spell at caster level 5th. [b]Tongues (Su):[/b] A Desert Rose can speak iwth any creature that has a language (the Desert Rose's own language is Sylvan), as though using a [i]tongues[/i] spell cast by a 10th level mage. This ability is always active. [b]Malleability (Ex):[/b] Because of a Desert Rose's unusual body structure, it can compress its body enough to squeeze through a 1-inch wide crack. Cracks and similar openings that are 1 inch or more in width do not slow the Desert Rose at all. [b]Plant Traits (Ex):[/b] A Desert Rose is immune to poison, [i]sleep[/i], paralysis, stunning, and polymorphing. It is not subject6 to critical hits or mind-affecting effects. A Desert Rose also has low-light vision. [b]Skills:[/b] Desert Roses have a +8 racial bonus on any Swim check to perform some special action or avoid a hazardand can always choose to take 10 on Swim checks, even if distracted or endangered. * Desert Roses have a +15 racial bonus on Hide checks in swamps or other areas with noticable concentrations of algae. [b]Base Creature:[/b] Vine Horror, page 185, [i]Fiend Folio[/i]; [b]Template:[/b] Sanctified Creature, page 186-187, [i]Book of Exalted Deeds[/i]. [/QUOTE]
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