Cleon
Legend
PLANTMAN (MALATRAN MOLD MAN)
Medium Plant
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +4 natural) touch 12, flat-footed 14
Base Attack/Grapple: +0/+1
Attack: Claw +1 melee (1d4+1) or longspear +1 melee (1d8+1/x3) or spear +2 ranged (1d8+2/x3)
Full Attack: Claw +1 melee (1d4+1) or longspear +1 melee (1d8+1/x3) or spear +2 ranged (1d8+2/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: fear fire, low-light vision, immunities (charms & compulsions, electricity and sleep), vulnerability to fire, plant weaknesses
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 13, Dex 14, Con 11, Int 10, Wis 11, Cha 10
Skills: Hide +6*[+14 in swamps or forest], Listen +4, Move Silently +6, Spot +4
[8 skill ranks, half in Listen and half in Spot]
Feats: 1
Environment: Warm forest or swamp
Organization: Solitary, Gang (4-9), band (10-100 plus 2-5 5 HD bodyguards and one 7-8 HD sub-chief per 50 plantmen, plus one 10 HD chief), warband (6-24), or tribe (30-300 plus 2-5 5 HD bodyguards and one 7-8 HD sub-chief per 50 plantman, plus 2-8 6 HD bodyguards and one 10-12 HD chief)
Challenge Rating: 1?
Treasure: None
Alignment: Always neutral
Advancement: 2-6 (Medium); 7–12 HD (Large) or by character class - see below
Level Adjustment: ?
Proficient in simple weapons?
Plantman communicate with each other via sign-language, percussion and crude vocalisations, using the same language as Vegepygmies. They can learn to speak humanoid languages.
Combat
Plant Weaknesses (Ex): A plantman does not have all the standard immunities of the Plant type, it is affected normally by poison, paralysis, polymorph, stun and critical hits. It has a limited immunity to mind-affecting effects, being immune to charms and compulsions but normally affected by phantasms, patterns, and morale effects. It is immune to sleep.
Skills: Plantmen receive a +4 racial bonus to Hide and Move Silently, their racial bonus to Hide increases to +12 bonus when in a swampy or forested areas.
Advancing a Plantman
+2 Strength per extra Plant Hit Dice. +2 Con and +1 natural armour at 5 plant HD and another +2 Con +1 NA at 7 plant HD. Large size at 7 plant HD with -2 Dex and increased Space/Reach but no ability score or NA boosts.
Favoured class fighter?
Plantmen Spellcasters
Most plantmen clerics worship vegetable gods. Such priests can not cast fire or cold spells, and their spontaneous cure spells will only heal creatures of the Plant type.
Chiefs
Add a special attack:
Spores (Ex):
Plantmen as Player Characters
Medium Plant
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +4 natural) touch 12, flat-footed 14
Base Attack/Grapple: +0/+1
Attack: Claw +1 melee (1d4+1) or longspear +1 melee (1d8+1/x3) or spear +2 ranged (1d8+2/x3)
Full Attack: Claw +1 melee (1d4+1) or longspear +1 melee (1d8+1/x3) or spear +2 ranged (1d8+2/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: fear fire, low-light vision, immunities (charms & compulsions, electricity and sleep), vulnerability to fire, plant weaknesses
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 13, Dex 14, Con 11, Int 10, Wis 11, Cha 10
Skills: Hide +6*[+14 in swamps or forest], Listen +4, Move Silently +6, Spot +4
[8 skill ranks, half in Listen and half in Spot]
Feats: 1
Environment: Warm forest or swamp
Organization: Solitary, Gang (4-9), band (10-100 plus 2-5 5 HD bodyguards and one 7-8 HD sub-chief per 50 plantmen, plus one 10 HD chief), warband (6-24), or tribe (30-300 plus 2-5 5 HD bodyguards and one 7-8 HD sub-chief per 50 plantman, plus 2-8 6 HD bodyguards and one 10-12 HD chief)
Challenge Rating: 1?
Treasure: None
Alignment: Always neutral
Advancement: 2-6 (Medium); 7–12 HD (Large) or by character class - see below
Level Adjustment: ?
Proficient in simple weapons?
Plantman communicate with each other via sign-language, percussion and crude vocalisations, using the same language as Vegepygmies. They can learn to speak humanoid languages.
Combat
Plant Weaknesses (Ex): A plantman does not have all the standard immunities of the Plant type, it is affected normally by poison, paralysis, polymorph, stun and critical hits. It has a limited immunity to mind-affecting effects, being immune to charms and compulsions but normally affected by phantasms, patterns, and morale effects. It is immune to sleep.
Skills: Plantmen receive a +4 racial bonus to Hide and Move Silently, their racial bonus to Hide increases to +12 bonus when in a swampy or forested areas.
Advancing a Plantman
+2 Strength per extra Plant Hit Dice. +2 Con and +1 natural armour at 5 plant HD and another +2 Con +1 NA at 7 plant HD. Large size at 7 plant HD with -2 Dex and increased Space/Reach but no ability score or NA boosts.
Favoured class fighter?
Plantmen Spellcasters
Most plantmen clerics worship vegetable gods. Such priests can not cast fire or cold spells, and their spontaneous cure spells will only heal creatures of the Plant type.
Chiefs
Add a special attack:
Spores (Ex):
Plantmen as Player Characters
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