Converting monsters from First Edition modules

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They're also clearly a joke version of this.

My tendency would be to make the shoots an attack with extended reach, something like a roper's strands (but with different effect, of course). I wouldn't give the base plant too many more HD, since they don't seem like they're supposed to be very tough.

Giving the shoots a move speed seems a better fit to the original than Extended Reach.

I quite like the idea of making them semi-autonomous, maybe allowing them to make multiple bites as a standard attack like the SRD Hydra's multiple heads? Although if we assign the shoots a separate stat-block we wouldn't need to do that.

At the very least, the shoots ought to be something that can be separately targeted, like a giant octopus's tentacles.
 

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Here's a precedent we can borrow:

Tendrils (Ex): A draknor has 30 tendrils that it uses to feed on heat sources. These snaky tendrils move independently of the draknor’s body, at a speed of 40 feet per round, and burrow through solid rock at a speed of 30 feet per round. The ends of these tendrils can reach up to a mile away from the draknor’s main body. If one or more of a draknor’s tendrils taps into a source of continual heat (such as magma), the draknor heals 3 points of damage per round (as fast healing). A draknor does not benefit from its fast healing in any round in which it uses its heat ray.

An opponent can attack a draknor’s tendrils with a sunder attempt as if they were weapons. A draknor’s tendrils have 10 hit points each. Severing one of a draknor’s tendrils deals 5 points of damage to the creature. If 10 or more tentacles are severed, its fast healing is reduced to 2 points per round, and if 20 or more are severed, it is reduced to 1 point per round. These tendrils do not regrow without magical healing, and if all are severed, the draknor dies of starvation in two weeks.
 

Here's a precedent we can borrow:

Tendrils (Ex): A draknor has 30 tendrils that it uses to feed on heat sources. These snaky tendrils move independently of the draknor’s body, at a speed of 40 feet per round, and burrow through solid rock at a speed of 30 feet per round. The ends of these tendrils can reach up to a mile away from the draknor’s main body. If one or more of a draknor’s tendrils taps into a source of continual heat (such as magma), the draknor heals 3 points of damage per round (as fast healing). A draknor does not benefit from its fast healing in any round in which it uses its heat ray.

An opponent can attack a draknor’s tendrils with a sunder attempt as if they were weapons. A draknor’s tendrils have 10 hit points each. Severing one of a draknor’s tendrils deals 5 points of damage to the creature. If 10 or more tentacles are severed, its fast healing is reduced to 2 points per round, and if 20 or more are severed, it is reduced to 1 point per round. These tendrils do not regrow without magical healing, and if all are severed, the draknor dies of starvation in two weeks.

That's pretty much what I was thinking of, we just need to answer the questions:

  1. How long is the tether?
  2. How many hit points does it have and does it damage the plant if severed?
  3. Does it regrow if severed?
...and put them in something like.

Spyder-Shoots (Ex): A spyder plant has [two?] shoots it uses to attack, feed and defend itself. Each shoot is a vaguely spider-like mass of fronds and tendrils with hollow thorns for "fangs" which is attached to the parent plant by a long tendril. These shoots move independently of the spyder plant's body, at a speed of 20 feet per round, and have a Climb speed of 20 feet per round. The shoots can reach up to X away from the plant's main body. The spyder plant can make a [bite?] attack with each of its shoots as a standard action.

An opponent can attack a spyder plant's shoots with a sunder attempt as if they were weapons, each shoot has Y hit points each. Severing one of a spyder plant's shoots deals Y/2 points of damage to the plant. Severed tendrils regrow in Z days.
 

A "tendril" attack is common enough on attack lines that I suggest we use it instead of "bite". Two shoots seem fine. I think 60 feet max.

Since the main plant only has 5 hit points, I'd make the tendrils 2 hp to sever, and not have any damage dealt to the main plant. I'd let 'em regrow in 1 week.
 

A "tendril" attack is common enough on attack lines that I suggest we use it instead of "bite". Two shoots seem fine. I think 60 feet max.

Since the main plant only has 5 hit points, I'd make the tendrils 2 hp to sever, and not have any damage dealt to the main plant. I'd let 'em regrow in 1 week.

I thought the 1+1 HD original stat blocks represented the shoots, why else do they have a move listed?

i.e. I was thinking about making them 2 Hit Dice plants with 5 hp shoots.
 



Sounds good to me.

Me too.

We'd better add stats for bigger plants too.

Revising...

Spyder-Shoots (Ex): A spyder plant has two shoots it uses to attack, feed and defend itself. Each shoot is a vaguely spider-like mass of fronds and tendrils with hollow thorns for "fangs" which is attached to the parent plant by a long tendril. These shoots move independently of the spyder plant's body, at a speed of 20 feet per round, and have a Climb speed of 20 feet per round. The shoots can reach up to [40 ft.?] away from the plant's main body. The spyder plant can make a tendril attack with each of its shoots as a standard action.

An opponent can attack a spyder plant's shoots with a sunder attempt as if they were weapons, each shoot has 5 hit points each. Severing one of a spyder plant's shoots does no damage to the plant. Severed tendrils regrow in 1 week.

A [Large-sized?] spyder plant has [four?] shoots with [10?]hitpoints that can reach up to [60 ft.?], a [Huge-sized?] spyder plant has [six?] shoots with [15?]hitpoints that can reach up to [80 ft.?], and a [Gargantuan-sized?] spyder plant has [eight?] shoots with [20?] hitpoints that can reach up to [120 ft.?].

Well also need some stats for it. Here's a start:

Spyder Plant
Medium Plant
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 0 ft. (immobile)
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple: +1/+1
Attack: 2 tendrils +3 melee (1d4-2 plus poison)
Full Attack: 2 tendrils +3 melee (1d4-2 plus poison)
Space/Reach: 5 ft./0 ft. (40 ft. with shoots)
Special Attacks: Poison, spyder-shoots
Special Defenses: Low-light vision?, plant traits, tremorsense?
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 7, Dex 15, Con 12, Int —, Wis 10, Cha 2
Skills: —
Feats:Combat Reflexes (B), Weapon Finesse (B) ?
Environment: ?
Organization: ?
Challenge Rating: ?
Treasure: 1/10 coins; 50% goods; 50% items ?
Alignment: Always neutral
Advancement: X-X HD (Large); X-X HD (Huge); X-X HD (Gargantuan) ?
Level Adjustment: —
 
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This all seems pretty reasonable. Just the poison, then? Maybe

Poison (Ex): Injury, Fortitude DC 12, initial damage 1d4 Str, secondary damage 1d4 Str. The save DC is Constitution-based.

Just arbitarily took the poison damages from the Medium monstrous spider.
 

This all seems pretty reasonable. Just the poison, then? Maybe

Poison (Ex): Injury, Fortitude DC 12, initial damage 1d4 Str, secondary damage 1d4 Str. The save DC is Constitution-based.

Just arbitarily took the poison damages from the Medium monstrous spider.

I was thinking 1d3 like the Small Monstrous Spider, since the original basically has the stats of two small spiders on tethers (they may be called "Large Spiders" in AD&D but they're smaller than Man-sized).

Also, I was sure I put 1d4 for the tendril damage, but it came out 2d4 and I forgot to include the Strength penalty. Have to fix it.
 

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