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VOTERS NEEDED: Halloween Monster Design Contest
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<blockquote data-quote="Mark Chance" data-source="post: 5363692" data-attributes="member: 2795"><p><strong>Child of the Corn</strong></p><p></p><p><em>You see the children before you hear them. One moment, you're standing in the clearing in the middle of the cornfield. The next moment, nine of the village children are behind you. One of the children, named Jakob, steps forward. His grin doesn't look at all friendly. Suddenly, the cornstalks writhe around you, grasping and pulling. At the same time, the children cease to be children, instead becoming something much more like the plants that seek to hold you fast.</em></p><p></p><p>The children of the corn are evil plant creatures whose natural form appears to be a humanoid configuration of twisted corn stalks and leaves topped with a bulbous, tuber-like head. They worship a demonic power known as He Who Walks Behind the Rows. The children typically operate in a groups, called a harvest, to infiltrate a rural community and practice their wicked ways. With their magical abilities and unusual strength, children of the corn can be formidable foes. Children of the corn with levels in NPC classes often lead their own kind.</p><p></p><p>[sblock=Child of the Corn]</p><p><strong>CR</strong> 2; <strong>XP</strong> 600</p><p>CE Small plant</p><p><strong>Init</strong> +1; <strong>Senses</strong> low-light vision; Perception +8</p><p></p><p>DEFENSE</p><p><strong>AC</strong> 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)</p><p><strong>hp</strong> 19 (3d8+6)</p><p><strong>Fort</strong> +5, <strong>Ref</strong> +2, <strong>Will</strong> +3</p><p><strong>Immune</strong> plant traits</p><p></p><p>OFFENSE</p><p><strong>Speed</strong> 20 ft.</p><p><strong>Melee</strong> 2 slams +4 (1d4+1/19-20)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Special Attacks</strong> entangle (DC 13), powerful slams</p><p><strong>Spell-Like Abilities</strong> (CL 3rd)</p><p>Constant - <em>pass without trace</em> (self only)</p><p>At will - <em>disguise self</em></p><p></p><p>STATISTICS</p><p><strong>Str</strong> 12, <strong>Dex</strong> 13, <strong>Con</strong> 14, <strong>Int</strong> 11, <strong>Wis</strong> 15, <strong>Cha</strong> 12</p><p><strong>Base Atk</strong> +2; <strong>CMB</strong> +2; <strong>CMD</strong> 13</p><p><strong>Feats</strong> Nimble Moves, Stealthy</p><p><strong>Skills</strong> Escape Artist +7, Perception +8, Stealth +12; <strong>Racial</strong> +4 Stealth in cultivated fields or plains</p><p><strong>Languages</strong> Common</p><p><strong>SQ</strong> strong for its size</p><p></p><p>SPECIAL ABILITIES</p><p><strong>Entangle (Su)</strong> As a standard action, a child of the corn can cause tall grass, weeds, and other plants in a single 5-foot square to wrap around foes in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a DC 13 Strength or DC 13 Escape Artist check. The entire area of effect is considered difficult terrain while the effect lasts. The save DC is Charisma-based and has a +1 racial bonus.</p><p></p><p><strong>Powerful Slams (Ex)</strong> A child's slam attacks have a critical threat range of 19-20. It has a +4 racial bonus on attack rolls made to confirm critical hits with its slams. </p><p></p><p><strong>Strong For Its Size (Ex)</strong> A child of the corn has the carrying capacity of a Medium humanoid.</p><p></p><p>ECOLOGY</p><p><strong>Environment</strong> any</p><p><strong>Organization</strong> solitary, pair, or harvest (3-12)</p><p><strong>Treasure</strong> standard</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 5363692, member: 2795"] [b]Child of the Corn[/b] [i]You see the children before you hear them. One moment, you're standing in the clearing in the middle of the cornfield. The next moment, nine of the village children are behind you. One of the children, named Jakob, steps forward. His grin doesn't look at all friendly. Suddenly, the cornstalks writhe around you, grasping and pulling. At the same time, the children cease to be children, instead becoming something much more like the plants that seek to hold you fast.[/i] The children of the corn are evil plant creatures whose natural form appears to be a humanoid configuration of twisted corn stalks and leaves topped with a bulbous, tuber-like head. They worship a demonic power known as He Who Walks Behind the Rows. The children typically operate in a groups, called a harvest, to infiltrate a rural community and practice their wicked ways. With their magical abilities and unusual strength, children of the corn can be formidable foes. Children of the corn with levels in NPC classes often lead their own kind. [sblock=Child of the Corn] [b]CR[/b] 2; [b]XP[/b] 600 CE Small plant [b]Init[/b] +1; [b]Senses[/b] low-light vision; Perception +8 DEFENSE [b]AC[/b] 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size) [b]hp[/b] 19 (3d8+6) [b]Fort[/b] +5, [b]Ref[/b] +2, [b]Will[/b] +3 [b]Immune[/b] plant traits OFFENSE [b]Speed[/b] 20 ft. [b]Melee[/b] 2 slams +4 (1d4+1/19-20) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Special Attacks[/b] entangle (DC 13), powerful slams [b]Spell-Like Abilities[/b] (CL 3rd) Constant - [i]pass without trace[/i] (self only) At will - [i]disguise self[/i] STATISTICS [b]Str[/b] 12, [b]Dex[/b] 13, [b]Con[/b] 14, [b]Int[/b] 11, [b]Wis[/b] 15, [b]Cha[/b] 12 [b]Base Atk[/b] +2; [b]CMB[/b] +2; [b]CMD[/b] 13 [b]Feats[/b] Nimble Moves, Stealthy [b]Skills[/b] Escape Artist +7, Perception +8, Stealth +12; [b]Racial[/b] +4 Stealth in cultivated fields or plains [b]Languages[/b] Common [b]SQ[/b] strong for its size SPECIAL ABILITIES [b]Entangle (Su)[/b] As a standard action, a child of the corn can cause tall grass, weeds, and other plants in a single 5-foot square to wrap around foes in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a DC 13 Strength or DC 13 Escape Artist check. The entire area of effect is considered difficult terrain while the effect lasts. The save DC is Charisma-based and has a +1 racial bonus. [b]Powerful Slams (Ex)[/b] A child's slam attacks have a critical threat range of 19-20. It has a +4 racial bonus on attack rolls made to confirm critical hits with its slams. [b]Strong For Its Size (Ex)[/b] A child of the corn has the carrying capacity of a Medium humanoid. ECOLOGY [b]Environment[/b] any [b]Organization[/b] solitary, pair, or harvest (3-12) [b]Treasure[/b] standard [/sblock] [/QUOTE]
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