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<blockquote data-quote="The Vorpal Tribble" data-source="post: 2032077" data-attributes="member: 9755"><p><span style="font-family: 'Book Antiqua'"><span style="font-size: 15px"><strong><span style="color: Sienna">Tangrill</span></strong></span></span></p><p></p><p><em>The winds blow the loose sands and pebbles into the air, blocking out the blinding sunlight with even more blinding grit. You stumble about half-blindly when the hiss of something scraping against the ground sounds to both your sides. Suddenly several somethings rise into the air and lash out at you... </em></p><p></p><p>Huge Plant </p><p>Hit Dice: 10d8+50</p><p>Initiative: +0</p><p>Speed: -</p><p>AC: 18 (-2 size, +10 natural)</p><p>BAB/Grapple: +7/+28</p><p>Attack: Gore +16 melee (2d6+9 + paralyzation and bloodloss) </p><p>Full attack: 5 gore +16 melee </p><p>Space/Reach: 40 ft./40 ft. </p><p>Special Attacks: Blood sucking, Camouflage, Paralyzing Poison</p><p>Special Qualities: Detect Moisture, Immunity to electricity, Regeneration, Resistance to fire/10, Tremorsense 100ft.</p><p>Saves: Fort +16, Ref +5, Will +8</p><p>Abilities: Str 28, Dex 10, Con 21, Int -, Wis 16, Cha 8</p><p>Feats: Diehard(B), Improved Grapple(b)</p><p>________________________</p><p>Environment: Warm Desert</p><p>Organization: Solitary, Family (10-20)</p><p>CR: 9</p><p>Alignment: Always Neutral</p><p>Treasure: 1/10th coins; 50% goods; 50% items (will be under sand)</p><p>Advancement: 10-19 HD (Huge), 20-39 (Gargantuan), 40+ (colossal) </p><p></p><p>A tangrill's shape is quite simple, being tear-dropped shaped with the narrow part sticking down in the ground for nearly forty feet. From around the edge of the domed top (generally from 4-10 feet underground) grows thick vine-like roots lined with sharp, inwardly-curved thorns.</p><p></p><p><strong>COMBAT:</strong></p><p>This water-desperate plant is always on the look-out for sources of moisture and nutrients.</p><p>A tangrill's vines lie just under the surface of the sand, priming for grasping as it feels the vibrations of approaching creatures. If the vibrations close in it can sense the blood/ichor within the bodies if any, and will allow it to come even closer. Once within reach it will grab with five of its closest tentacles and if successful insert a venom from its fang-like thorns as well as drawing blood through the same method. </p><p></p><p><strong>Blood Drain (Ex):</strong> A tangrill can suck blood from a living victim with its thorns by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained, as well as digging deeper with its thorns dealing attack damage. </p><p></p><p><strong>Camouflage (Ex):</strong> A tangrill's limbs are always buried by a thin layer of sand, while its main body is several feet beneath. Even a spot check will not spot it buried, though a successful Knowledge (nature) check (DC 26) will allow the slight disturbances in the sand to be recognized. </p><p></p><p><strong>Detect Moisture (Ex):</strong> A tangrill can sense the water within a living creature within 60 feet. </p><p></p><p><strong>Diehard (Ex): </strong>A tangril reduced to -10 hit points has had its top-most layers and roots destroyed, but it does not die. Its lower extensions still live, but it is considered helpless. It cannot be completely destroyed unless dug up. </p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, a tangrill must hit with its gore 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 inject its paralyzing poison and draw blood. </p><p></p><p><strong>Paralyzing Poison (Ex): </strong></p><p>The thorns of a tangrill secrete a paralyzing poison to calm its victims, numbing all sensation for an hour without a successful Fortitude save (DC 18). The soil surrounding its buried portion is moist with this poison, and those that try to dig it up or burrow through it must make the same save every other round they are in contact. </p><p></p><p><strong>Regeneration (Ex):</strong> </p><p>Within two weeks a tangrill can regrow its tendrils and upper half.</p></blockquote><p></p>
[QUOTE="The Vorpal Tribble, post: 2032077, member: 9755"] [FONT=Book Antiqua][SIZE=4][B][COLOR=Sienna]Tangrill[/COLOR][/B][/SIZE][/FONT] [I]The winds blow the loose sands and pebbles into the air, blocking out the blinding sunlight with even more blinding grit. You stumble about half-blindly when the hiss of something scraping against the ground sounds to both your sides. Suddenly several somethings rise into the air and lash out at you... [/I] Huge Plant Hit Dice: 10d8+50 Initiative: +0 Speed: - AC: 18 (-2 size, +10 natural) BAB/Grapple: +7/+28 Attack: Gore +16 melee (2d6+9 + paralyzation and bloodloss) Full attack: 5 gore +16 melee Space/Reach: 40 ft./40 ft. Special Attacks: Blood sucking, Camouflage, Paralyzing Poison Special Qualities: Detect Moisture, Immunity to electricity, Regeneration, Resistance to fire/10, Tremorsense 100ft. Saves: Fort +16, Ref +5, Will +8 Abilities: Str 28, Dex 10, Con 21, Int -, Wis 16, Cha 8 Feats: Diehard(B), Improved Grapple(b) ________________________ Environment: Warm Desert Organization: Solitary, Family (10-20) CR: 9 Alignment: Always Neutral Treasure: 1/10th coins; 50% goods; 50% items (will be under sand) Advancement: 10-19 HD (Huge), 20-39 (Gargantuan), 40+ (colossal) A tangrill's shape is quite simple, being tear-dropped shaped with the narrow part sticking down in the ground for nearly forty feet. From around the edge of the domed top (generally from 4-10 feet underground) grows thick vine-like roots lined with sharp, inwardly-curved thorns. [B]COMBAT:[/B] This water-desperate plant is always on the look-out for sources of moisture and nutrients. A tangrill's vines lie just under the surface of the sand, priming for grasping as it feels the vibrations of approaching creatures. If the vibrations close in it can sense the blood/ichor within the bodies if any, and will allow it to come even closer. Once within reach it will grab with five of its closest tentacles and if successful insert a venom from its fang-like thorns as well as drawing blood through the same method. [B]Blood Drain (Ex):[/B] A tangrill can suck blood from a living victim with its thorns by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained, as well as digging deeper with its thorns dealing attack damage. [B]Camouflage (Ex):[/B] A tangrill's limbs are always buried by a thin layer of sand, while its main body is several feet beneath. Even a spot check will not spot it buried, though a successful Knowledge (nature) check (DC 26) will allow the slight disturbances in the sand to be recognized. [B]Detect Moisture (Ex):[/B] A tangrill can sense the water within a living creature within 60 feet. [B]Diehard (Ex): [/B]A tangril reduced to -10 hit points has had its top-most layers and roots destroyed, but it does not die. Its lower extensions still live, but it is considered helpless. It cannot be completely destroyed unless dug up. [B]Improved Grab (Ex):[/B] To use this ability, a tangrill must hit with its gore 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 inject its paralyzing poison and draw blood. [B]Paralyzing Poison (Ex): [/B] The thorns of a tangrill secrete a paralyzing poison to calm its victims, numbing all sensation for an hour without a successful Fortitude save (DC 18). The soil surrounding its buried portion is moist with this poison, and those that try to dig it up or burrow through it must make the same save every other round they are in contact. [B]Regeneration (Ex):[/B] Within two weeks a tangrill can regrow its tendrils and upper half. [/QUOTE]
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