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3.5 Far Realms creature conversions
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<blockquote data-quote="Psychotic Jim" data-source="post: 1372080" data-attributes="member: 547"><p>Here's 3.5 versions of the Far Realms conversions I made and posted a while back. Feel free to use them to help with the Catalog conversions or whatever. As always, comments are needed and welcomed.</p><p></p><p>Bloodsipper </p><p>Colossal Plant</p><p>Hit Dice: 20d8+180 (270 hp)</p><p>Initiative: --</p><p>Speed: 0 ft.</p><p>Armor Class: 19 (-8 size, -5 Dex, +22 natural), touch 1, flat-footed 19</p><p>Base Attack/Grapple: +15/+22</p><p>Attack: --</p><p>Full Attack: --</p><p>Face/Reach: 80 ft/0 ft (20 ft with its pod denizens)</p><p>Special Attacks: Pod denizen, stench</p><p>Special Qualities: Plant traits, salt vulnerability</p><p>Saves: Fort +21, Ref -, Will +2</p><p>Abilities: Str -, Dex -, Con 28, Int -, Wis 2, Cha 1</p><p>Climate/Terrain: Any non-cold land and underground (Far Realms Gate)</p><p>Organization: Plant (1 main plant and 2-12 pod denizens)</p><p>Challenge Rating: ??</p><p>Treasure: None</p><p>Alignment: Always chaotic neutral</p><p>Advancement: 21+ HD (Colossal)</p><p>Level Adjustment: --</p><p></p><p>Pod Denizen</p><p>Small Plant</p><p>Hit Dice: 4d8+4 (22 hp)</p><p>Initiative: +1 (Dex)</p><p> Speed: Fly 40 ft (Good)</p><p>Armor Class: 19 (+1 Dex, +1 size, +7 natural), touch 12, flat-footed 18</p><p>Base Attack/Grapple: +3/+4</p><p>Attack: Bite +5 melee (1d4+1 and blood drain)</p><p>Full Attack: Bite +5 melee (1d4+1 and blood drain)</p><p>Space/Reach: 5 ft/5 ft.</p><p>Special Attacks: Improved grab, blood drain</p><p>Special Qualities: Plant traits, blindsight 60 ft, salt vulnerability</p><p>Saves: Fort +5, Ref +2, Will -1</p><p>Abilities: Str 12, Dex 13, Con 12, Int -, Wis 6, Cha 2</p><p>Skills: Hide +8, Move Silently +5</p><p>Feats: Dodge, Hover</p><p>Climate/Terrain: Any non-cold land and underground (Far Realms Gate)</p><p>Organization: Plant (one bloodsipper plant and 2-12 pod denizens)</p><p>Challenge Rating: 2</p><p>Treasure: None</p><p>Alignment: Always chaotic neutral</p><p>Advancement: --</p><p>Level Adjustment: --</p><p><em>A gigantic mess of strange yellow vines lies before you. The vines pulsate with a strange off-red liquid flowing through them. Several large bright red pods lie strewn about As you come closer, you hear several disgusting, loud pops, and the pods explode to reveal nightmarish, eyeless creatures resembling giant tadpoles</em>.</p><p> A bloodsipper is a gigantic growth of skinny yellow vines beating with a yellow fluid resembling blood. All over the vines of a blood-sipper are strange red pods. These pods hold inside them the means that a bloodsipper gets its meals. Inside the largest pods are pod denizens, ugly eyeless tadpole-like creatures with sharp-toothed maws and four clawed arms. The smaller pods hold pod denizens that are not fully grown, resembling weird organs connected to the main plant.</p><p>Combat</p><p> If a bloodsipper is stepped on or otherwise manhandled, the plant releases its mature pod denizens with a nauseating pop sound to attack the intruders. The pod denizens remained connected to the main plant via small vines at all times and can drift way up to a 20 ft away from it. The pod denizens attempt to bite opponents in order to drain their blood and pump it back into the bloodsipper. A pod denizen can be separated from the main plant by dealing 10 points of slashing damage to the vine that connects the pod denizen to the plant. However, this only frees the denizen from its pod; it continues to attack regardless and must be dealt with separately from the main plant.</p><p> Stench (Ex): Should an immature pod be destroyed, it releases a disgusting odor, causing surrounding creatures within a 30 ft radius of that particular pod to make a Fortitude Save (DC 29) or become nauseated for 1d4 rounds.</p><p> Improved Grab (Ex): To use this ability, a pod denizen must hit an opponent of any size with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can automatically do bite damage and use its blood drain attack if its tether is still intact. </p><p> Blood Drain (Ex): A pod denizen attached to a foe does 4 points of damage draining blood with a successful grapple check.</p><p> Plant: Immune to poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits and is immune to mind influencing attacks. </p><p>Salt Vulnerability (Ex): Salt presented in large quantities causes a bloodsipper to flex away from the salt instinctually. A handful of salt thrown at a bloodsipper or a pod denizen does 2d4 damage to it. No save is allowed.</p></blockquote><p></p>
[QUOTE="Psychotic Jim, post: 1372080, member: 547"] Here's 3.5 versions of the Far Realms conversions I made and posted a while back. Feel free to use them to help with the Catalog conversions or whatever. As always, comments are needed and welcomed. Bloodsipper Colossal Plant Hit Dice: 20d8+180 (270 hp) Initiative: -- Speed: 0 ft. Armor Class: 19 (-8 size, -5 Dex, +22 natural), touch 1, flat-footed 19 Base Attack/Grapple: +15/+22 Attack: -- Full Attack: -- Face/Reach: 80 ft/0 ft (20 ft with its pod denizens) Special Attacks: Pod denizen, stench Special Qualities: Plant traits, salt vulnerability Saves: Fort +21, Ref -, Will +2 Abilities: Str -, Dex -, Con 28, Int -, Wis 2, Cha 1 Climate/Terrain: Any non-cold land and underground (Far Realms Gate) Organization: Plant (1 main plant and 2-12 pod denizens) Challenge Rating: ?? Treasure: None Alignment: Always chaotic neutral Advancement: 21+ HD (Colossal) Level Adjustment: -- Pod Denizen Small Plant Hit Dice: 4d8+4 (22 hp) Initiative: +1 (Dex) Speed: Fly 40 ft (Good) Armor Class: 19 (+1 Dex, +1 size, +7 natural), touch 12, flat-footed 18 Base Attack/Grapple: +3/+4 Attack: Bite +5 melee (1d4+1 and blood drain) Full Attack: Bite +5 melee (1d4+1 and blood drain) Space/Reach: 5 ft/5 ft. Special Attacks: Improved grab, blood drain Special Qualities: Plant traits, blindsight 60 ft, salt vulnerability Saves: Fort +5, Ref +2, Will -1 Abilities: Str 12, Dex 13, Con 12, Int -, Wis 6, Cha 2 Skills: Hide +8, Move Silently +5 Feats: Dodge, Hover Climate/Terrain: Any non-cold land and underground (Far Realms Gate) Organization: Plant (one bloodsipper plant and 2-12 pod denizens) Challenge Rating: 2 Treasure: None Alignment: Always chaotic neutral Advancement: -- Level Adjustment: -- [I]A gigantic mess of strange yellow vines lies before you. The vines pulsate with a strange off-red liquid flowing through them. Several large bright red pods lie strewn about As you come closer, you hear several disgusting, loud pops, and the pods explode to reveal nightmarish, eyeless creatures resembling giant tadpoles[/I]. A bloodsipper is a gigantic growth of skinny yellow vines beating with a yellow fluid resembling blood. All over the vines of a blood-sipper are strange red pods. These pods hold inside them the means that a bloodsipper gets its meals. Inside the largest pods are pod denizens, ugly eyeless tadpole-like creatures with sharp-toothed maws and four clawed arms. The smaller pods hold pod denizens that are not fully grown, resembling weird organs connected to the main plant. Combat If a bloodsipper is stepped on or otherwise manhandled, the plant releases its mature pod denizens with a nauseating pop sound to attack the intruders. The pod denizens remained connected to the main plant via small vines at all times and can drift way up to a 20 ft away from it. The pod denizens attempt to bite opponents in order to drain their blood and pump it back into the bloodsipper. A pod denizen can be separated from the main plant by dealing 10 points of slashing damage to the vine that connects the pod denizen to the plant. However, this only frees the denizen from its pod; it continues to attack regardless and must be dealt with separately from the main plant. Stench (Ex): Should an immature pod be destroyed, it releases a disgusting odor, causing surrounding creatures within a 30 ft radius of that particular pod to make a Fortitude Save (DC 29) or become nauseated for 1d4 rounds. Improved Grab (Ex): To use this ability, a pod denizen must hit an opponent of any size with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can automatically do bite damage and use its blood drain attack if its tether is still intact. Blood Drain (Ex): A pod denizen attached to a foe does 4 points of damage draining blood with a successful grapple check. Plant: Immune to poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits and is immune to mind influencing attacks. Salt Vulnerability (Ex): Salt presented in large quantities causes a bloodsipper to flex away from the salt instinctually. A handful of salt thrown at a bloodsipper or a pod denizen does 2d4 damage to it. No save is allowed. [/QUOTE]
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