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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: 9466665" data-attributes="member: 6915329"><p>Here’s another combo template, and it’s a handy one that has a variety of purposes. The first of the combo is the greenbound creature from <em>Lost Empires of Faerûn</em> and the second is the woodling from <em>Monster Manual III.</em> Both were once normal creatures who have been turned into plant hybrids, with the main difference being that the greenbound creatures were (unwillingly) transformed by “powerful and ancient magical energies” while woodlings have bonded with nature to the extent of becoming a plant. So, quite similar results. The two templates are also very similar—their primary difference is that the woodling is vulnerable to fire damage and can cast <em>summon nature’s ally.</em> Oh, and the woodling isn’t a plant, but gets all the plant qualities anyway.</p><p></p><p>You can use the <strong>greenling</strong> for either purpose—the “final evolution” of a willing creature or corruption caused by magical radiation. You can also use this to represent a plant elemental, for those of you who like having wood as one of your classic elements. It could also be the caused by a spell or bit of alchemy cooked up by druids, or forgotten nature gods.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Greenling (Template)</span></span></strong></p><p>Source: <em>Lost Empires of Faerûn </em>and <em>Monster Manual III; </em>Designers: <em>Richard Baker, Rich Burlew, Ed Bonny, Eric Cagle, Jesse Decker, Andrew J. Finch, Gwendolyn F.M. Kestrel, Rich Redman, Travis Scout, Matthew Sernett, Chris Thomasson, </em>and <em>P. Nathan Toomy</em></p><p></p><p>Plant life can be powerful and all-consuming. For instance, abandoned settlements are quickly overgrown with new greenery, and forests can regrow even after devastating wildfires. Nowhere is this more obvious than with the greenlings.</p><p></p><p>Greenlings were once normal creatures, but have been transformed into plants. Muscle and bone are replaced with wood and creeping vines; hair, fur, and feathers are replaced with leaves, flowers, and moss; skin and scales have turned into bark. Thorns and leafy twigs grow all over their bodies. Even their minds change; they <em>think </em>like plants do.</p><p></p><p>A rolling stone gathers no moss, as the saying goes, and in certain ancient forests—particularly those inhabited by old gods or nature spirits, or that have pools of old, abandoned magic within them—a creature that stays in one place for too long begins to be overtaken by plants and, eventually, turns into a greenling. Whether a native inhabitant of the forest or an unsuspecting visitor doesn’t matter—go too slowly, and become rooted. However, some druids have discovered rituals that allow a being to deliberately turn into one, and many creature who truly love forests happily change themselves in order to become even closer to nature.</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> Woodlings were once normal, fleshy creatures that have been transformed into plants.</p><p></p><p><strong>DC 15.</strong> Like many plant creatures, woodlings are particularly susceptible to fire damage.</p><p></p><p><strong>DC 20.</strong> Woodlings are capable of manipulating plant life and causing tangling vines to erupt from the ground. Many can also create thorny barriers and call up earth elementals.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Signs</span></span></strong></p><p>1-2. Plants that are in different positions than they had just been</p><p>3. DC 13 Perception check; the feeling of being watched</p><p>4. Moss growing over belongings and on exposed skin</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Behavior</span></span></strong></p><p>1. Watching travelers, taking no action until it determines their intentions</p><p>2. Angry; attacks on sight</p><p>3. Imprisoning a fleshy creature in the hopes of transforming it into a new greenling</p><p>4. Rooted in place and absorbing nutrients from the soil and sun</p><p></p><p>“Greenling” is a template that can be placed on any beast, dragon, fey, giant, humanoid, or monstrosity</p><p></p><p><strong><em>Type.</em></strong> The greenling is a plant but also retains its former creature typing.</p><p></p><p><strong><em>Armor Class.</em></strong> The greenling’s Armor Class increases by 3.</p><p></p><p><strong><em>Attributes.</em></strong> The greenling’s Strength increases by 3 and its Constitution and Charisma each increase by 2. Recalculate its hit points.</p><p></p><p><strong><em>Resistances.</em></strong> The greenling has resistance to cold and lightning damage and to damage from nonmagical weapons.</p><p></p><p><strong><em>Vulnerabilities.</em></strong> The greenling is vulnerable to fire damage.</p><p></p><p><strong><em>Senses.</em></strong> The greenling has tremorsense to 30 feet.</p><p></p><p><strong><em>Action: Entangling Plants (X/Day).</em></strong> Plants magically erupt from the ground in an area (size depending on the base creature’s CR) at a point within 120 feet of the greenling. Each creature of the greenling’s choice in the area must make a Strength saving throw (save DC = 8 + the greeling’s PB + the greenling’s Constitution modifier). On a failure, a creature is restrained for 1 minute (escape DC = the greenling’s Maneuver DC). Additionally, the area is difficult terrain for 1 minute.</p><p></p><p>CR 4 or lower: 1/day, 20-foot radius</p><p>CR 5 – 16: 3/day, 20-foot radius</p><p>CR 17 – 22: Recharge 5-6, 20-foot radius</p><p>CR 23 or higher: 1/turn, 30-foot radius</p><p></p><p><strong><em>False Appearance.</em></strong> While motionless, the greenling is indistinguishable from a normal plant.</p><p></p><p><strong><em>Innate Spellcasting.</em></strong> If the greenling’s Wisdom and Charisma are at least 12, it can cast the following spells, using the higher of those attributes as its spellcasting attribute:</p><p></p><p>1/Day each: <em>summon minor elemental </em>(earth only), <em>wall of thorns</em></p><p></p><p>If the greenling’s CR is 10 or higher, it casts <em>summon elemental </em>(earth only) instead of <em>summon minor elemental</em>, and can cast <em>wall of thorns </em>3/day.</p><p></p><p><strong><em>Natural Nature.</em></strong> If the greenling spends at least 1 hour a day rooted in fertile ground or basking in sunlight (reducing its Speed to 0 ft.), it doesn’t require sustenance.</p><p></p><p><strong><em>Action: Slam.</em></strong> If the base creature doesn’t have a slam attack, it gains one. It inflicts bludgeoning damage depending on its size.</p><p></p><p>Tiny: 2 (1d4) bludgeoning damage</p><p>Small and Medium: 3 (1d6) bludgeoning damage</p><p>Large: 7 (2d6) bludgeoning damage</p><p>Huge: 9 (2d8) bludgeoning damage</p><p>Gargantuan: 18 (4d8) bludgeoning damage</p><p></p><p><strong><em>Speak with Plants.</em></strong> The greenling can communicate with plants.</p><p></p><p><strong><em>Woodland Camouflage.</em></strong> The greenling has advantage on Stealth checks made while in a forested environment.</p><p></p><p><strong><em>Woodswalker.</em></strong> The greenling isn’t hindered by difficult terrain made of magical or mundane plants, and leaves no trace of its passing.</p><p></p><p>--</p><p></p><p>The following uses an ogre as the base creature</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Tree Brute</span></span></strong></p><p><strong>Large plant (giant); Challenge 3 (700 XP)</strong></p><p><strong>AC</strong> 15 (natural armor)</p><p><strong>HP</strong> 66 (7d10+28; bloodied 33)</p><p><strong>Speed</strong> 40 ft.</p><p></p><p><strong>STR</strong> 22 (+6) <strong>DEX</strong> 8 (-1) <strong>CON</strong> 18 (+4)</p><p><strong>INT</strong> 10 (+0) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 10 (+0)</p><p></p><p><strong>Proficiency</strong> +2; <strong>Maneuver DC</strong> 16</p><p><strong>Damage Vulnerabilities</strong> fire</p><p><strong>Damage Resistances</strong> cold, lightning; damage from nonmagical weapons</p><p><strong>Senses</strong> darkvision 60 ft., tremorsense 30 ft., passive Perception 10</p><p><strong>Languages</strong> Common, Giant</p><p></p><p><strong><em>False Appearance.</em></strong> While motionless, the tree brute is indistinguishable from a normal plant.</p><p></p><p><strong><em>Natural Nature.</em></strong> If the tree brute spends at least 1 hour a day rooted in fertile ground or basking in sunlight (reducing its Speed to 0 ft.), it doesn’t require sustenance.</p><p></p><p><strong><em>Speak with Plants.</em></strong> The tree brute can communicate with plants.</p><p></p><p><strong><em>Woodland Camouflage.</em></strong> The tree brute has advantage on Stealth checks made while in a forested environment.</p><p></p><p><strong><em>Woodswalker.</em></strong> The tree brute isn’t hindered by difficult terrain made of magical or mundane plants, and leaves no trace of its passing.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Greatclub.</em></strong><em> Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit:</em> 15 (2d8+6) bludgeoning damage, and if the target is a Medium or smaller creature, it makes a DC 14 Strength saving throw, falling prone on a failure.</p><p></p><p><strong><em>Slam.</em></strong><em> Melee Weapon Attack: </em>+8 to hit, reach 5 ft., one target. <em>Hit: </em>13 (2d6+6) bludgeoning damage.</p><p></p><p><strong><em>Sweeping Strike. </em></strong><em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., all creatures within 5 feet. <em>Hit:</em> 10 (1d8+6) bludgeoning damage, and if the target is a Medium or smaller creature, it makes a DC 14 Strength saving throw. On a failure, it is pushed 10 feet away from the ogre.</p><p></p><p><strong><em>Javelin.</em></strong> <em>Melee or Ranged Weapon Attack:</em> +8 to hit, reach 5 ft. or range 30/120 ft., one target. <em>Hit:</em> 13 (2d6+6) piercing damage.</p><p></p><p><strong><em>Entangling Plants (1/Day).</em></strong> Plants magically erupt from the ground in 20-foot radius at a point within 120 feet of the tree brute. Each creature of the tree brute’s choice in the area must make a DC 14 Strength saving throw. On a failure, a creature is restrained for 1 minute (escape DC 14). Additionally, the area is difficult terrain for 1 minute.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9466665, member: 6915329"] Here’s another combo template, and it’s a handy one that has a variety of purposes. The first of the combo is the greenbound creature from [I]Lost Empires of Faerûn[/I] and the second is the woodling from [I]Monster Manual III.[/I] Both were once normal creatures who have been turned into plant hybrids, with the main difference being that the greenbound creatures were (unwillingly) transformed by “powerful and ancient magical energies” while woodlings have bonded with nature to the extent of becoming a plant. So, quite similar results. The two templates are also very similar—their primary difference is that the woodling is vulnerable to fire damage and can cast [I]summon nature’s ally.[/I] Oh, and the woodling isn’t a plant, but gets all the plant qualities anyway. You can use the [B]greenling[/B] for either purpose—the “final evolution” of a willing creature or corruption caused by magical radiation. You can also use this to represent a plant elemental, for those of you who like having wood as one of your classic elements. It could also be the caused by a spell or bit of alchemy cooked up by druids, or forgotten nature gods. [B][COLOR=rgb(41, 105, 176)][SIZE=7]Greenling (Template)[/SIZE][/COLOR][/B] Source: [I]Lost Empires of Faerûn [/I]and [I]Monster Manual III; [/I]Designers: [I]Richard Baker, Rich Burlew, Ed Bonny, Eric Cagle, Jesse Decker, Andrew J. Finch, Gwendolyn F.M. Kestrel, Rich Redman, Travis Scout, Matthew Sernett, Chris Thomasson, [/I]and [I]P. Nathan Toomy[/I] Plant life can be powerful and all-consuming. For instance, abandoned settlements are quickly overgrown with new greenery, and forests can regrow even after devastating wildfires. Nowhere is this more obvious than with the greenlings. Greenlings were once normal creatures, but have been transformed into plants. Muscle and bone are replaced with wood and creeping vines; hair, fur, and feathers are replaced with leaves, flowers, and moss; skin and scales have turned into bark. Thorns and leafy twigs grow all over their bodies. Even their minds change; they [I]think [/I]like plants do. A rolling stone gathers no moss, as the saying goes, and in certain ancient forests—particularly those inhabited by old gods or nature spirits, or that have pools of old, abandoned magic within them—a creature that stays in one place for too long begins to be overtaken by plants and, eventually, turns into a greenling. Whether a native inhabitant of the forest or an unsuspecting visitor doesn’t matter—go too slowly, and become rooted. However, some druids have discovered rituals that allow a being to deliberately turn into one, and many creature who truly love forests happily change themselves in order to become even closer to nature. [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] Woodlings were once normal, fleshy creatures that have been transformed into plants. [B]DC 15.[/B] Like many plant creatures, woodlings are particularly susceptible to fire damage. [B]DC 20.[/B] Woodlings are capable of manipulating plant life and causing tangling vines to erupt from the ground. Many can also create thorny barriers and call up earth elementals. [B][COLOR=rgb(41, 105, 176)][SIZE=5]Signs[/SIZE][/COLOR][/B] 1-2. Plants that are in different positions than they had just been 3. DC 13 Perception check; the feeling of being watched 4. Moss growing over belongings and on exposed skin [B][COLOR=rgb(41, 105, 176)][SIZE=5]Behavior[/SIZE][/COLOR][/B] 1. Watching travelers, taking no action until it determines their intentions 2. Angry; attacks on sight 3. Imprisoning a fleshy creature in the hopes of transforming it into a new greenling 4. Rooted in place and absorbing nutrients from the soil and sun “Greenling” is a template that can be placed on any beast, dragon, fey, giant, humanoid, or monstrosity [B][I]Type.[/I][/B] The greenling is a plant but also retains its former creature typing. [B][I]Armor Class.[/I][/B] The greenling’s Armor Class increases by 3. [B][I]Attributes.[/I][/B] The greenling’s Strength increases by 3 and its Constitution and Charisma each increase by 2. Recalculate its hit points. [B][I]Resistances.[/I][/B] The greenling has resistance to cold and lightning damage and to damage from nonmagical weapons. [B][I]Vulnerabilities.[/I][/B] The greenling is vulnerable to fire damage. [B][I]Senses.[/I][/B] The greenling has tremorsense to 30 feet. [B][I]Action: Entangling Plants (X/Day).[/I][/B] Plants magically erupt from the ground in an area (size depending on the base creature’s CR) at a point within 120 feet of the greenling. Each creature of the greenling’s choice in the area must make a Strength saving throw (save DC = 8 + the greeling’s PB + the greenling’s Constitution modifier). On a failure, a creature is restrained for 1 minute (escape DC = the greenling’s Maneuver DC). Additionally, the area is difficult terrain for 1 minute. CR 4 or lower: 1/day, 20-foot radius CR 5 – 16: 3/day, 20-foot radius CR 17 – 22: Recharge 5-6, 20-foot radius CR 23 or higher: 1/turn, 30-foot radius [B][I]False Appearance.[/I][/B] While motionless, the greenling is indistinguishable from a normal plant. [B][I]Innate Spellcasting.[/I][/B] If the greenling’s Wisdom and Charisma are at least 12, it can cast the following spells, using the higher of those attributes as its spellcasting attribute: 1/Day each: [I]summon minor elemental [/I](earth only), [I]wall of thorns[/I] If the greenling’s CR is 10 or higher, it casts [I]summon elemental [/I](earth only) instead of [I]summon minor elemental[/I], and can cast [I]wall of thorns [/I]3/day. [B][I]Natural Nature.[/I][/B] If the greenling spends at least 1 hour a day rooted in fertile ground or basking in sunlight (reducing its Speed to 0 ft.), it doesn’t require sustenance. [B][I]Action: Slam.[/I][/B] If the base creature doesn’t have a slam attack, it gains one. It inflicts bludgeoning damage depending on its size. Tiny: 2 (1d4) bludgeoning damage Small and Medium: 3 (1d6) bludgeoning damage Large: 7 (2d6) bludgeoning damage Huge: 9 (2d8) bludgeoning damage Gargantuan: 18 (4d8) bludgeoning damage [B][I]Speak with Plants.[/I][/B] The greenling can communicate with plants. [B][I]Woodland Camouflage.[/I][/B] The greenling has advantage on Stealth checks made while in a forested environment. [B][I]Woodswalker.[/I][/B] The greenling isn’t hindered by difficult terrain made of magical or mundane plants, and leaves no trace of its passing. -- The following uses an ogre as the base creature [B][COLOR=rgb(41, 105, 176)][SIZE=7]Tree Brute[/SIZE][/COLOR] Large plant (giant); Challenge 3 (700 XP) AC[/B] 15 (natural armor) [B]HP[/B] 66 (7d10+28; bloodied 33) [B]Speed[/B] 40 ft. [B]STR[/B] 22 (+6) [B]DEX[/B] 8 (-1) [B]CON[/B] 18 (+4) [B]INT[/B] 10 (+0) [B]WIS[/B] 10 (+0) [B]CHA[/B] 10 (+0) [B]Proficiency[/B] +2; [B]Maneuver DC[/B] 16 [B]Damage Vulnerabilities[/B] fire [B]Damage Resistances[/B] cold, lightning; damage from nonmagical weapons [B]Senses[/B] darkvision 60 ft., tremorsense 30 ft., passive Perception 10 [B]Languages[/B] Common, Giant [B][I]False Appearance.[/I][/B] While motionless, the tree brute is indistinguishable from a normal plant. [B][I]Natural Nature.[/I][/B] If the tree brute spends at least 1 hour a day rooted in fertile ground or basking in sunlight (reducing its Speed to 0 ft.), it doesn’t require sustenance. [B][I]Speak with Plants.[/I][/B] The tree brute can communicate with plants. [B][I]Woodland Camouflage.[/I][/B] The tree brute has advantage on Stealth checks made while in a forested environment. [B][I]Woodswalker.[/I][/B] The tree brute isn’t hindered by difficult terrain made of magical or mundane plants, and leaves no trace of its passing. [B][U]Actions[/U] [I]Greatclub.[/I][/B][I] Melee Weapon Attack:[/I] +8 to hit, reach 5 ft., one target. [I]Hit:[/I] 15 (2d8+6) bludgeoning damage, and if the target is a Medium or smaller creature, it makes a DC 14 Strength saving throw, falling prone on a failure. [B][I]Slam.[/I][/B][I] Melee Weapon Attack: [/I]+8 to hit, reach 5 ft., one target. [I]Hit: [/I]13 (2d6+6) bludgeoning damage. [B][I]Sweeping Strike. [/I][/B][I]Melee Weapon Attack:[/I] +8 to hit, reach 5 ft., all creatures within 5 feet. [I]Hit:[/I] 10 (1d8+6) bludgeoning damage, and if the target is a Medium or smaller creature, it makes a DC 14 Strength saving throw. On a failure, it is pushed 10 feet away from the ogre. [B][I]Javelin.[/I][/B] [I]Melee or Ranged Weapon Attack:[/I] +8 to hit, reach 5 ft. or range 30/120 ft., one target. [I]Hit:[/I] 13 (2d6+6) piercing damage. [B][I]Entangling Plants (1/Day).[/I][/B] Plants magically erupt from the ground in 20-foot radius at a point within 120 feet of the tree brute. Each creature of the tree brute’s choice in the area must make a DC 14 Strength saving throw. On a failure, a creature is restrained for 1 minute (escape DC 14). Additionally, the area is difficult terrain for 1 minute. [/QUOTE]
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