Special Conversion Thread: Plants

I think it's worthy of the CR 6. Its damage output is nearly identical with the tendriculous, and the SLAs help offset the slightly lower attack modifier and regeneration, methinks.
 

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I think so! Next...

Clubthorn
CLIMATE/TERRAIN: Temperate forests and swamps
INTELLIGENCE: Animal
NO. APPEARING: 1-2
ARMOR CLASS: 5
MOVEMENT: 1 (see text)
HIT DICE: 6
THAC0: 15
NO. OF ATTACKS: 2-8
DAMAGE/ATTACKS: See text
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See text
SIZE: L to H
MORALE: Elite (14)
XP VALUE: 975

Clubthorn is related to the holly tree and shares many of its physical characteristics. Often found growing alongside holly, clubthorn is 90% likely to be mistaken for it. Clubthorn grows to a maximum height of 20”. It acquires 1 HD each year after its first year of growth until it achieves its maximum number of hit dice. Clubthorn is an evergreen with glossy green leaves and bright red berries. The leaves are as stiff as boiled leather, with sharp spines along their serrated edges.

Combat: The tree possesses a set of special root-like tentacles concealed just beneath the surface of the ground, extending in a radius equal to half the tree’s height. When a suitable victim approaches, these roots erupt from the ground and wrap around the victim’s legs, holding him fast (they are easily cut with a single successful stroke against AC 6). The tree then attacks with its limbs, doing clubbing damage according to the age of the tree: 1-4 hp ( × 2) for a sapling, 1-6 hp ( × 4) for a young tree, 1-8 hp ( × 6) for a mature tree, and 1-10 hp ( × 8) for an old tree (the number in parentheses refers to the number of attacks the plant can make per round).

Because of the hardness of its wood and bark, blunt weapons do only half damage against clubthorn. Also, like the holly, the inner bark of the tree contains a sticky substance, similar to birdlime, that causes edged weapons to become stuck when they cut into the tree. A successful roll to bend bars or lift gates is required to pull a weapon free. A vinegar solution will dissolve the gum.

Habitat/Ecology: This tree feeds on the blood and decaying bodies of its victims through its roots. It is smart enough to move about 20’-50’ away from the site of a kill after it feeds, so as not to scare or warn off potential prey (it moves otherwise only to escape fire). Attempts to cultivate clubthorn as a hedge plant for defensive purposes have met with mixed success, thanks to the tree’s mobility.

Originally appeared in Dragon Magazine #167 (1991).
 

I think it's worthy of the CR 6. Its damage output is nearly identical with the tendriculous, and the SLAs help offset the slightly lower attack modifier and regeneration, methinks.

I agree. A tendriculos is little threat if you can play "keep away" since it can do nothing to foes outside its 15-foot Reach, this thing can hit foes from a distance with its magic and even force them to attack each other.
 

This Clubthorn doesn't look too complicated.

A 6 HD Large Plant with Int 1 and multiple attacks.

The description says "It acquires 1 HD each year after its first year of growth until it achieves its maximum number of hit dice" which appears to be 6 HD.

I'd expand the size range since its slam attacks start at 1d4 and go on to 2d6. Start it at Medium (Two 1d4 slam damage) then go up to Gargantuan (Eight 2d6 slam damage), with an extra 2 slams per size category?

Medium-sized Sapling (1-2 HD, 2 1d4 slams)
Large-sized Young Plant (3-5 HD, 4 1d6 slams)
Huge-sized Mature Plant (6-10 HD, 6 1d8 slams)
Gargantuan-sized Old Plant (11-18 HD, 8 2d6 slams)
 

That sounds about right.

It's also got DR x/slashing and piercing, and the sap is something like this...

Adhesive Slime (Ex): The thick, tarlike slime that farstus secrete acts as a powerful adhesive, holding fast creatures or items that touch it. Farastus have a +8 racial bonus on grapple checks and disarm checks due to their adhesive slime. A farastu frequently chooses to grapple its foes and then maul its enemies with natural attacks.

A weapon that strikes a farastu is stuck fast unless the wielder succeeds on a Reflex save (DC 17). Prying off a stuck weapon requires a Strength check (DC 17). The save DC is Constitution-based.

Lantern oil or some other flammable oil (such as alchemist's fire) dissolves the farstu's adhesive slime; the creature requires 10 minutes to renew its adhesive coating if doused with oil. A farastu can dissolve its adhesive slime at will, and the substance breaks down 1 minute after the creature dies.
 

That sounds about right.

It's also got DR x/slashing and piercing, and the sap is something like this...

Adhesive Slime (Ex): The thick, tarlike slime that farstus secrete acts as a powerful adhesive, holding fast creatures or items that touch it. Farastus have a +8 racial bonus on grapple checks and disarm checks due to their adhesive slime. A farastu frequently chooses to grapple its foes and then maul its enemies with natural attacks.

A weapon that strikes a farastu is stuck fast unless the wielder succeeds on a Reflex save (DC 17). Prying off a stuck weapon requires a Strength check (DC 17). The save DC is Constitution-based.

Lantern oil or some other flammable oil (such as alchemist's fire) dissolves the farstu's adhesive slime; the creature requires 10 minutes to renew its adhesive coating if doused with oil. A farastu can dissolve its adhesive slime at will, and the substance breaks down 1 minute after the creature dies.

That looks good, we just need to change it to vinegar. Maybe add alcohol solutions like wine as well? Also, I suspect the Clubthorn can not dissolve its sap like a farastu can.

Oh, and it's also got this:

The tree possesses a set of special root-like tentacles concealed just beneath the surface of the ground, extending in a radius equal to half the tree’s height. When a suitable victim approaches, these roots erupt from the ground and wrap around the victim’s legs, holding him fast (they are easily cut with a single successful stroke against AC 6).

Some kind of entangle effect within a given radius of the plant.

How's this for a start.

Entangling Roots (Ex): A clubthorn can wrap specialized root-tendrils around every creature within its reach as an X action. Every creature within the area must succeed at a DC Y Reflex save or be entangled and held fast, those that save can still move at half speed through the area. Creatures entangled by the roots can break free and move half their normal speed by using a full-round action to make a DC Z Strength check or a DC Z Escape Artist check. The save DC is Strength-based.
 

That all looks pretty much right to me. We could also steal the entangle ability from what we did for the Telaxian Vine:

CC said:
Entangle (Ex): Using its feeler vines and roots, a telexian vine can entangle creatures within 30 feet of itself as a free action (Ref DC 16 partial).

The effect lasts until the vine dies or decides to end it (also a free action). The save DC is Strength-based. The ability is otherwise similar to entangle (caster level 4th).
 

That all looks pretty much right to me. We could also steal the entangle ability from what we did for the Telaxian Vine:

Yes, we can steal some stuff from that. I'd prefer to leave the relevant bits of an entangle spell's mechanics in the description, just to save the poor hardworking DM from having to look it up.

I am curious why that write-up gives a caster level, since as its range and duration are no longer level-dependent, and the ability can't be dispelled, there doesn't seem any use for one.

Revising my previous proposal I think I'll go for immediate action rather than free.

Entangling Roots (Ex): Using specialized root-tendrils, a clubthorn can entangle creatures within its reach as an immediate action. All creatures within the area must succeed at a DC Y Reflex save or be entangled and held fast, those that save can still move at half speed through the area, but the clubthorn can try to entangle them again on subsequent rounds. Creatures entangled by the roots can break free and move half their normal speed by using a full-round action to make a DC Z Strength check or a DC Z Escape Artist check. The effect lasts until the clubthorn dies or decides to end it (a free action). The save DC is Strength-based, with a +4 racial bonus on the Escape Artist check.

I can't put in DCs because we haven't started on the stats yet!

Speaking of which...

Shall we start it as a Medium-sized plant and work up?

My original proposal for the size stages was 1-2 HD for a sapling, but I feel we'd be better off starting at 2 HD:

I'm thinking something like...

Clubthorn, Sapling
Medium Plant
Hit Dice: 2d8+4 (13 hp)
Speed: 5 ft. (1 squares)
Armor Class: 15 (+1 Dex, +4 natural) touch 11, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Slam +3 melee (1d4+1)
Full Attack: 2 slams +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Adhesive sap, entangling roots
Special Qualities: DR 3/slashing and piercing, low-light vision, plant traits
Saves: Fort +5, Ref +1, Will +0
Abilities: Str 12, Dex 13, Con 14, Int 1, Wis 10, Cha 3
Skills: 5 - all in Listen +?
Feats: 1 - Weapon Focus (slam)?
Environment: Warm swamps and forests
Organization: Solitary or pair
Challenge Rating: ?
Treasure: Standard
Alignment: Always neutral
Advancement: 3-5 HD (Large), 6-10 HD (Huge), 11-18 HD (Gargantuan)
Level Adjustment: —

Combat Stuff

Clubthorn, Young Tree
Large Plant
Hit Dice: 3d8+12 (25 hp)
Speed: 5 ft. (1 squares)
Armor Class: 15 (-1 size, +6 natural) touch 9, flat-footed 15
Base Attack/Grapple: +2/+11
Attack: Slam +7 melee (1d6+5)
Full Attack: 4 slams +7 melee (1d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Adhesive sap, entangling roots
Special Qualities: DR 5/slashing and piercing, low-light vision, plant traits
Saves: Fort +7, Ref +1, Will +1
Abilities: Str 20, Dex 11, Con 18, Int 1, Wis 10, Cha 3
Skills: 6 - all in Listen +?
Feats: 2 - Power Attack, Weapon Focus (slam) ?
Challenge Rating: ?

Clubthorn, Mature Tree
Huge Plant
Hit Dice: 6d8+36 (63 hp)
Speed: 5 ft. (1 squares)
Armor Class: 16 (-2 size, -1 Dex, +9 natural) touch 7, flat-footed 16
Base Attack/Grapple: +4/+21
Attack: Slam +12 melee (1d8+9)
Full Attack: 6 slams +12 melee (1d8+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: Adhesive sap, entangling roots
Special Qualities: DR 5/slashing and piercing, low-light vision, plant traits
Saves: Fort +11, Ref +3, Will +2
Abilities: Str 28, Dex 9, Con 22, Int 1, Wis 10, Cha 3
Skills: 9 - all in Listen +?
Feats: 3 - Lightning Reflexes, Power Attack, Weapon Focus (slam) ?
Challenge Rating: ?

Clubthorn, Old Tree
Gargantuan Plant
Hit Dice: 11d8+36 (63 hp)
Speed: 5 ft. (1 squares)
Armor Class: 18 (-4 size, -1 Dex, +13 natural) touch 5, flat-footed 18
Base Attack/Grapple: +8/+33
Attack: Slam +18 melee (2d6+13)
Full Attack: 8 slams +18 melee (2d6+13)
Space/Reach: 20 ft./20 ft.
Special Attacks: Adhesive sap, entangling roots
Special Qualities: DR 5/slashing and piercing, low-light vision, plant traits
Saves: Fort +15, Ref +4, Will +3
Abilities: Str 36, Dex 9, Con 26, Int 1, Wis 10, Cha 3
Skills: 14 - all in Listen +?
Feats: 4 - Lightning Reflexes, Power Attack, Weapon Focus (slam) plus one more?
Challenge Rating: ?
 

Yowsers. Can we just stick to 6HD and the mature tree, like pretty much all the other monsters? Ability scores seem good, though.
 

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