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Level Up: Advanced 5th Edition (A5E)
A Leveled-Up Bestiary: Volume Two
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<blockquote data-quote="Faolyn" data-source="post: 9307832" data-attributes="member: 6915329"><p><em>Finally, </em>a plant! I haven’t had one of those yet. Or, wait, no, it’s a plant <em>construct. </em>Meh, well, close enough. It’s the <strong>blackroot marauder</strong>. I could have sworn that they had been in a 3e MM but I can’t find them anywhere. I guess they just have one of those faces.</p><p></p><p>Blackroot marauders are constructs created by priests of the Greyhawk god Iuz in order to go forth and wreak evil. Just for once, I’d like priests of a good god to create constructs to go forth and wreak good. I mean, why not? You go into town and there’s a construct teaching children how to manage their emotions, offering hugs, rescuing cats out of treants, that sort of thing. Good needs to be more proactive, darnit!</p><p></p><p>Anyway. Unless your LU games involve Greyhawk deities, you can easily say that these are constructs of druids or primeval nature gods. Or, with their ability to sense and preference for attacking those with alignments, they could be constructs made by the khalkoi.</p><p></p><p>On a related note, while searching for info on the blackroot marauder, I discovered that TVTropes has a collection of websites that list the tropes for tons of D&D monsters. Sigh. I know what’ll be eating up my browser for a while now…</p><p></p><p>(it starts <a href="https://tvtropes.org/pmwiki/pmwiki.php/Characters/DungeonsAndDragonsCreaturesA" target="_blank"><strong>here</strong></a>, if you’re brave and/or foolish enough to want to read it yourself.)</p><p></p><p>[ATTACH=full]355779[/ATTACH]</p><p></p><p><span style="color: rgb(41, 105, 176)"><span style="font-size: 22px"><strong>Blackroot Marauder</strong></span></span></p><p>Dragon’s Bestiary, Dragon Magazine #270</p><p>Creature by James Jacobs; art by Carl Critchlove</p><p></p><p>Created by servitors of primeval nature, blackroot marauders are animated thorn bushes, twisted into a mockery of humanoid form. Their blackened bark holds the faint outlines of a leering face. They are created through ancient rituals that include living sacrifices, and while many of their creators sacrifice animals to make them, more than a few rely on using the blood of intelligent beings.</p><p></p><p><strong><em>Forest Wanderers. </em></strong>Blackroot marauders are created by druids and by clerics of primeval gods; they are let loose to roam the forests to slay any interlopers—specifically those whose supernatural origins would cause them to attempt to bend the woodlands to the side of evil or goodness, or of chaos or order. Although that is their primary purpose, blackroot marauders attack anyone or anything they have been programmed to feel are not part of nature. For the most part, only beasts, plants, and fey are safe from their predation.</p><p></p><p><strong><em>Climate/Terrain: </em></strong>any climate; forest, jungle</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Legends and Lore</span></span></strong></p><p>With an Arcana check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> Blackroot marauders are constructs built by priests and cultists dedicated to sinister beings.</p><p></p><p><strong>DC 15.</strong> Blackroot marauders are immune to damage to nonmagical weapons and lightning damage. Being attacked by fire enrages them.</p><p></p><p><strong>DC 20.</strong> These constructs are typically programmed to hunt down and slay supernatural beings.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 22px">Blackroot Marauder Encounters</span></span></strong></p><p><strong>Challenge Rating 3-4</strong> blackroot marauder</p><p></p><p><strong>Challenge Rating 5-10</strong> 1-2 blackroot marauders and swarm of khalkos spawn; 2 blackroot marauders and 2 cult fanatics, druids, or priests</p><p><strong><em>Treasure:</em></strong> fine leather coat (75 gp), ivory broach (75 gp), <em>arrows +1, bracers of archery, quiver of the hunt</em></p><p></p><p><strong>Challenge Rating 11-16</strong> 2 blackroot marauders and cultist execrator or high priest</p><p><strong><em>Treasure:</em></strong> 150 gp, 2 opals (1,000 gp), dragontooth necklace (250 gp), faerie dragon euphoria gas (200 gp), carved horn and agate puzzle box (250 gp) in which are notes that lead to the discovery of a rare 3rd-level spell, <em>tree feather token, pocket magic mirror, scrolls of conjure woodland beings </em>and <em>enlarge/reduce</em>.</p><p></p><p><strong>Challenge Rating 17-22</strong> 3 blackroot marauders and khalkos; 3 blackroot marauders and forgotten nature god</p><p><strong><em>Treasure:</em></strong> 1,600 gp, ruby (5,000 gp), dragonhorn shield brooch (250 gp), ironwood crown inlaid with silver and gemstones (750 gp), giantbone flute inlaid with mithral (2,500 gp), <em>+2 scimitar, amber wings, potion of giant strength, </em>2 <em>potions of greater healing</em></p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)">Signs</span></span></strong></p><p>1. Torn up vegetation and thorn bushes</p><p>2. A slain unicorn or hellhound</p><p>3. A corpse stuck full with venom-dripping thorns.</p><p>4. A ritual site, cleared of trees, where a new marauder is being constructed</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Behavior</span></span></strong></p><p>1. Roaming around, looking for aligned prey</p><p>2. Guarding an area; attacks trespassers on sight</p><p>3. Attacks if trespassers touch or damage certain doors or items</p><p>4. Standing still; will attack if commanded to by its handlers</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Blackroot Marauder</span></span></strong></p><p><strong>Medium construct; Challenge 3 (700 XP)</strong></p><p><strong>AC</strong> 16 (natural armor)</p><p><strong>HP</strong> 66 (9d8+26; bloodied 33)</p><p><strong>Speed</strong> 40 ft.</p><p></p><p><strong>STR</strong> 19 (+4) <strong>DEX</strong> 12 (+1) <strong>CON</strong> 18 (+4)</p><p><strong>INT</strong> 3 (-4) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 5 (-3)</p><p></p><p><strong>Proficiency</strong> +2; <strong>Maneuver DC</strong> 14</p><p><strong>Damage Immunities</strong> lightning, poison; damage from non-magical, non-adamantine weapons</p><p><strong>Condition Immunities</strong> charmed, fatigue, frightened, paralyzed, petrified, poisoned</p><p><strong>Senses</strong> darkvision 60 ft., tremorsense 120 ft., passive Perception 10</p><p><strong>Languages</strong> —</p><p></p><p><strong><em>Enraged by Fire. </em></strong>If the marauder takes fire damage, then it takes 2 (1d4) ongoing fire damage until a creature uses its action to put it out. While it’s on fire, the marauder’s attacks are made with advantage and inflicts an additional 5 (1d10) fire damage, but all attacks made against it are made with advantage as well.</p><p></p><p><strong><em>False Appearance. </em></strong>While not moving, the marauder is indistinguishable from a large thornbush.</p><p></p><p><strong><em>Know Alignment. </em></strong>The marauder knows if a creature within 120 feet has an alignment.</p><p></p><p><strong><em>Plant Origins. </em></strong>The marauder can be healed by magic that would heal plants.</p><p></p><p><strong><u><span style="font-size: 18px">Actions</span></u></strong></p><p><strong><em>Multiattack.</em></strong> The marauder makes two slam attacks or two thorn dart attacks.</p><p></p><p><strong><em>Thorn Dart. </em></strong><em>Ranged Weapon Attack:</em> +6 to hit, range 30 ft., one target. <em>Hit: </em>7 (1d6+4) piercing damage and the target must make a DC 14 Constitution saving throw or take 3 (1d6) poison damage and 3 (1d6) ongoing poison damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p></p><p><strong><em>Slam. </em></strong><em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit: </em>11 (3d6+4) bludgeoning damage</p><p></p><p><strong><em>Volley of Thorns (Recharge 5-6). </em></strong>The marauder fires thorns all around it. Each creature within 10 feet of the marauder must make a DC 14 Dexterity saving throw, taking 14 (4d6) piercing damage on a failed save or half as much on a successful one. A creature that fails its save also takes 7 (2d6) poison damage and 7 (2d6) ongoing poison damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Combat</span></span></strong></p><p>The marauder’s strategy is mostly determined by its programming, but it will focus attacks on creatures who have alignments. They attack first by using their Volley of Thorns, then closing to melee range to attack with their thorny limbs.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9307832, member: 6915329"] [I]Finally, [/I]a plant! I haven’t had one of those yet. Or, wait, no, it’s a plant [I]construct. [/I]Meh, well, close enough. It’s the [B]blackroot marauder[/B]. I could have sworn that they had been in a 3e MM but I can’t find them anywhere. I guess they just have one of those faces. Blackroot marauders are constructs created by priests of the Greyhawk god Iuz in order to go forth and wreak evil. Just for once, I’d like priests of a good god to create constructs to go forth and wreak good. I mean, why not? You go into town and there’s a construct teaching children how to manage their emotions, offering hugs, rescuing cats out of treants, that sort of thing. Good needs to be more proactive, darnit! Anyway. Unless your LU games involve Greyhawk deities, you can easily say that these are constructs of druids or primeval nature gods. Or, with their ability to sense and preference for attacking those with alignments, they could be constructs made by the khalkoi. On a related note, while searching for info on the blackroot marauder, I discovered that TVTropes has a collection of websites that list the tropes for tons of D&D monsters. Sigh. I know what’ll be eating up my browser for a while now… (it starts [URL='https://tvtropes.org/pmwiki/pmwiki.php/Characters/DungeonsAndDragonsCreaturesA'][B]here[/B][/URL], if you’re brave and/or foolish enough to want to read it yourself.) [ATTACH type="full"]355779[/ATTACH] [COLOR=rgb(41, 105, 176)][SIZE=6][B]Blackroot Marauder[/B][/SIZE][/COLOR] Dragon’s Bestiary, Dragon Magazine #270 Creature by James Jacobs; art by Carl Critchlove Created by servitors of primeval nature, blackroot marauders are animated thorn bushes, twisted into a mockery of humanoid form. Their blackened bark holds the faint outlines of a leering face. They are created through ancient rituals that include living sacrifices, and while many of their creators sacrifice animals to make them, more than a few rely on using the blood of intelligent beings. [B][I]Forest Wanderers. [/I][/B]Blackroot marauders are created by druids and by clerics of primeval gods; they are let loose to roam the forests to slay any interlopers—specifically those whose supernatural origins would cause them to attempt to bend the woodlands to the side of evil or goodness, or of chaos or order. Although that is their primary purpose, blackroot marauders attack anyone or anything they have been programmed to feel are not part of nature. For the most part, only beasts, plants, and fey are safe from their predation. [B][I]Climate/Terrain: [/I][/B]any climate; forest, jungle [B][COLOR=rgb(41, 105, 176)][SIZE=5]Legends and Lore[/SIZE][/COLOR][/B] With an Arcana check, the characters can learn the following: [B]DC 10.[/B] Blackroot marauders are constructs built by priests and cultists dedicated to sinister beings. [B]DC 15.[/B] Blackroot marauders are immune to damage to nonmagical weapons and lightning damage. Being attacked by fire enrages them. [B]DC 20.[/B] These constructs are typically programmed to hunt down and slay supernatural beings. [B][COLOR=rgb(41, 105, 176)][SIZE=6]Blackroot Marauder Encounters[/SIZE][/COLOR] Challenge Rating 3-4[/B] blackroot marauder [B]Challenge Rating 5-10[/B] 1-2 blackroot marauders and swarm of khalkos spawn; 2 blackroot marauders and 2 cult fanatics, druids, or priests [B][I]Treasure:[/I][/B] fine leather coat (75 gp), ivory broach (75 gp), [I]arrows +1, bracers of archery, quiver of the hunt[/I] [B]Challenge Rating 11-16[/B] 2 blackroot marauders and cultist execrator or high priest [B][I]Treasure:[/I][/B] 150 gp, 2 opals (1,000 gp), dragontooth necklace (250 gp), faerie dragon euphoria gas (200 gp), carved horn and agate puzzle box (250 gp) in which are notes that lead to the discovery of a rare 3rd-level spell, [I]tree feather token, pocket magic mirror, scrolls of conjure woodland beings [/I]and [I]enlarge/reduce[/I]. [B]Challenge Rating 17-22[/B] 3 blackroot marauders and khalkos; 3 blackroot marauders and forgotten nature god [B][I]Treasure:[/I][/B] 1,600 gp, ruby (5,000 gp), dragonhorn shield brooch (250 gp), ironwood crown inlaid with silver and gemstones (750 gp), giantbone flute inlaid with mithral (2,500 gp), [I]+2 scimitar, amber wings, potion of giant strength, [/I]2 [I]potions of greater healing[/I] [B][SIZE=5][COLOR=rgb(41, 105, 176)]Signs[/COLOR][/SIZE][/B] 1. Torn up vegetation and thorn bushes 2. A slain unicorn or hellhound 3. A corpse stuck full with venom-dripping thorns. 4. A ritual site, cleared of trees, where a new marauder is being constructed [B][COLOR=rgb(41, 105, 176)][SIZE=5]Behavior[/SIZE][/COLOR][/B] 1. Roaming around, looking for aligned prey 2. Guarding an area; attacks trespassers on sight 3. Attacks if trespassers touch or damage certain doors or items 4. Standing still; will attack if commanded to by its handlers [B][COLOR=rgb(41, 105, 176)][SIZE=7]Blackroot Marauder[/SIZE][/COLOR] Medium construct; Challenge 3 (700 XP) AC[/B] 16 (natural armor) [B]HP[/B] 66 (9d8+26; bloodied 33) [B]Speed[/B] 40 ft. [B]STR[/B] 19 (+4) [B]DEX[/B] 12 (+1) [B]CON[/B] 18 (+4) [B]INT[/B] 3 (-4) [B]WIS[/B] 10 (+0) [B]CHA[/B] 5 (-3) [B]Proficiency[/B] +2; [B]Maneuver DC[/B] 14 [B]Damage Immunities[/B] lightning, poison; damage from non-magical, non-adamantine weapons [B]Condition Immunities[/B] charmed, fatigue, frightened, paralyzed, petrified, poisoned [B]Senses[/B] darkvision 60 ft., tremorsense 120 ft., passive Perception 10 [B]Languages[/B] — [B][I]Enraged by Fire. [/I][/B]If the marauder takes fire damage, then it takes 2 (1d4) ongoing fire damage until a creature uses its action to put it out. While it’s on fire, the marauder’s attacks are made with advantage and inflicts an additional 5 (1d10) fire damage, but all attacks made against it are made with advantage as well. [B][I]False Appearance. [/I][/B]While not moving, the marauder is indistinguishable from a large thornbush. [B][I]Know Alignment. [/I][/B]The marauder knows if a creature within 120 feet has an alignment. [B][I]Plant Origins. [/I][/B]The marauder can be healed by magic that would heal plants. [B][U][SIZE=5]Actions[/SIZE][/U] [I]Multiattack.[/I][/B] The marauder makes two slam attacks or two thorn dart attacks. [B][I]Thorn Dart. [/I][/B][I]Ranged Weapon Attack:[/I] +6 to hit, range 30 ft., one target. [I]Hit: [/I]7 (1d6+4) piercing damage and the target must make a DC 14 Constitution saving throw or take 3 (1d6) poison damage and 3 (1d6) ongoing poison damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. [B][I]Slam. [/I][/B][I]Melee Weapon Attack:[/I] +6 to hit, reach 5 ft., one target. [I]Hit: [/I]11 (3d6+4) bludgeoning damage [B][I]Volley of Thorns (Recharge 5-6). [/I][/B]The marauder fires thorns all around it. Each creature within 10 feet of the marauder must make a DC 14 Dexterity saving throw, taking 14 (4d6) piercing damage on a failed save or half as much on a successful one. A creature that fails its save also takes 7 (2d6) poison damage and 7 (2d6) ongoing poison damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. [COLOR=rgb(41, 105, 176)][SIZE=5][/SIZE][/COLOR] [B][COLOR=rgb(41, 105, 176)][SIZE=5]Combat[/SIZE][/COLOR][/B] The marauder’s strategy is mostly determined by its programming, but it will focus attacks on creatures who have alignments. They attack first by using their Volley of Thorns, then closing to melee range to attack with their thorny limbs. [/QUOTE]
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