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*Dungeons & Dragons
A Walk Through the Woods (Dragons Bestiary #119)
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<blockquote data-quote="BOZ" data-source="post: 42084" data-attributes="member: 1241"><p><strong>SASHALUS</strong></p><p></p><p>Small Plant</p><p>Hit Dice: 2d8+2 (11 hp)</p><p>Initiative: +1 (Dex)</p><p>Speed: 10 ft.</p><p>AC: 14 (+1 size, +1 Dex, +2 natural)</p><p>Attacks: 1-4 Spines +3 ranged</p><p>Damage: Spines 1d4+1 plus poison</p><p>Face/Reach: 5 ft. by 5 ft./0 ft</p><p>Special Attacks: Poison spines, Acid</p><p>Special Qualities: Darkvision 10', Tremorsense, Plant</p><p>Saves: Fort +4, Ref +1, Will +1</p><p>Abilities: Str 8, Dex 12, Con 12, Int 7, Wis 12, Cha 10</p><p>Skills*: Balance +1, Climb -1, Hide +1, Spot +1</p><p></p><p>Climate/Terrain: Temperate and warm forest, marsh, and underground</p><p>Organization: Solitary</p><p>Challenge Rating: 1</p><p>Treasure: Standard</p><p>Alignment: Always neutral</p><p>Advancement: 3-4 HD (Small), 5-6 HD (Medium-size)</p><p></p><p>The sashalus is a sentient, ambulatory fungus that dwelss in marshes, subterranean caverns, and woodlands. It feeds on creatures of all sorts, attacking only those that it judges it can overcome.</p><p> A sashalus has a curious appearance. It is large for a fungus, usually about 3-4' tall. Its white mushroom or puffball "head" (which has white or brown mottling on it) is pocked with many oval depressions, and rises on a stalk from grassy roots - which on closer examination prove to be many tan to gray rubbery-skinned tendrils projecting from a spine-ringed base. The spines are 5'9" long thorns produced in an interior organ at the base of a sashalus's stalk.</p><p> Sashalus usually live for up to 30 years. </p><p></p><p> COMBAT</p><p>The sashalus attacks faster-moving or formidable prey by shooting its spines up to 20 yards with great force. A sashalus can fire 1-4 of these spines per round (at different targets if necessary), shooting as many at a given target as it feels necessary for self-defense or to bring about a successful kill. If its prey can be easily overcome, i.e., if the prey is small, disabled, helpless or sleeping, it will begin to dissolve it with its acid for food.</p><p> Poison spines (Ex): A sashalus may have 8-17 (1d10+7) spines and can regenerate up to two every 24 hours. The sashalus' spines contain an injected form of poisonous liquid that reacts with air to become useless within 1-2 days after the spine leaves the body of the sashalus. Slow poison and neutralize poison spells have normal effect on sashalus spine-fluid. This substance has not yet been synthesized by alchemists.</p><p> Sashalus Poison: Inject, Fort Save DC 12. Initial damage: none; secondary damage: random effect, roll 1d20 on the table below: </p><p> 1-4 Unconsciousness occurs at the end of the round, lasting for 1-6 minutes.</p><p> 5-13 The victim is confused (as the spell) for 1-3 minutes. With a successful Fort save at DC 12, this effect lasts for 1-2 rounds instead.</p><p> 14-16 The victim is wracked with convulsions and nausea (-3 on dexterity checks, thus making spellcasting impossible, and –2 on strength) for 1-2 minutes.</p><p> 17-20 The victim suffers chills, dizziness, and nausea (-1 on dexterity, temporary loss of 1-2 hp) for 4-9 rounds. </p><p> Acid (Ex): The sashalus absorbs the organic nutirents of all prey, including their own spines which they have fired, leaving only bones and metal. A sashalus approaches disabled prey and opens sucker-like mouths on the underside of its tendrils. These tendrils exude a highly corrosive acid (2-8 hp damage to all organic matter save sashalus flesh, per round) that dissolves flesh and organ tissues (neutralizing natural or carried poisons) into a thick fluid. The sashalus absorbs this fluid through its own skin; this feeding takes roughly 15 minutes for a medium-sized creature. </p><p> Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.</p><p> Skills: A sashalus receives a +4 racial bonus to Spot, Balance, Hide, and Climb checks. </p><p></p><p> SOCIETY</p><p>A sashalus detects prey with its weak darkvision and with vibratory sensors in its tendrils. It has 10-30 eyes studded all about its gas-bladder "head," and a ring of 8-19 eyes around its base (each located between two of its rings of bristling spines). The sashalus fires its spines via pressurized gas, bleeding jets from the large bladder where it produces gases. </p><p> The sashalus is quite crafty in ways of hunting and survival. A sashalus moves away from bones; it also hides, moves, or arranges treasure and remains to lure further prey, if it deems such action will entice more meals. Although slow, a sashalus is quite nimble and can climb low walls, trees, and the like, right itself if overturned, squeeze itself through narrow cracks, and so on. It can close its eyes at will, and can curl or contort its body to blend in with stumps, tangled vegetation, shriekers, and other similar vegetation.</p><p> Sashalus are solitary creatures who wander widely for food, having no definite lair, though they do have favored ambush spots. When encountering another sashalus, they mate briefly; 8-10 months thereafter, each gives birth to 1-2 tiny young who are born with full powers. These young are typically 1 HD, have only 4-9 spines, and a total of 2-20 eyes. They grow to maturity in about a year, leaving their parent immediately after birth. They communicate with other sashalus only by a limited touch-telepathy (exchanging feelings, directions, and mental images - such as the whereabouts of prey, dangerous enemies, etc.).</p><p></p><p>The sashalus first appeared in Dragon Magazine #119 (1987, "The Dragon's Bestiary: A Walk Through the Woods", Ed Greenwood)</p><p></p><p></p><p>** this is the entry for the sashalus spine fluid poison, as i originally wrote it:</p><p></p><p></p><p></p><p> Poison spines (Ex): A sashalus may have 8-17 (1d10+7) spines and can regenerate up to two every 24 hours. The sashalus' spines contain an injected form of poisonous liquid that reacts with air to become useless within 1-2 days after the spine leaves the body of the sashalus. This liquid affects creatures as follows (on d%):</p><p>1-22 Unconsciousness occurs at the end of the round, lasting for 1-6 minutes.</p><p>23-56 The victim is confused (as the spell) for 1-3 minutes. With a successful Fort save at DC 12, this effect lasts for 1-2 rounds instead.</p><p>57-69 The victim is wracked with convulsions and nausea (-3 on dexterity checks, thus making spellcasting impossible, and -2 on strength) for 1-2 minutes.</p><p>70-84 The victim suffers chills, dizziness, and nausea (-1 on dexterity, temporary loss of 1-2 hp) for 4-9 rounds.</p><p>85-0 The victim suffers no effects.</p><p>For creatures with more than 4 HD or with a Constitution above 15, add +10 to the die roll per point of Con or HD above the minimums given. Slow poison and neutralize poison spells have normal effect on sashalus spine-fluid. This substance has not yet been synthesized by alchemists.</p></blockquote><p></p>
[QUOTE="BOZ, post: 42084, member: 1241"] [b]SASHALUS[/b] Small Plant Hit Dice: 2d8+2 (11 hp) Initiative: +1 (Dex) Speed: 10 ft. AC: 14 (+1 size, +1 Dex, +2 natural) Attacks: 1-4 Spines +3 ranged Damage: Spines 1d4+1 plus poison Face/Reach: 5 ft. by 5 ft./0 ft Special Attacks: Poison spines, Acid Special Qualities: Darkvision 10', Tremorsense, Plant Saves: Fort +4, Ref +1, Will +1 Abilities: Str 8, Dex 12, Con 12, Int 7, Wis 12, Cha 10 Skills*: Balance +1, Climb -1, Hide +1, Spot +1 Climate/Terrain: Temperate and warm forest, marsh, and underground Organization: Solitary Challenge Rating: 1 Treasure: Standard Alignment: Always neutral Advancement: 3-4 HD (Small), 5-6 HD (Medium-size) The sashalus is a sentient, ambulatory fungus that dwelss in marshes, subterranean caverns, and woodlands. It feeds on creatures of all sorts, attacking only those that it judges it can overcome. A sashalus has a curious appearance. It is large for a fungus, usually about 3-4' tall. Its white mushroom or puffball "head" (which has white or brown mottling on it) is pocked with many oval depressions, and rises on a stalk from grassy roots - which on closer examination prove to be many tan to gray rubbery-skinned tendrils projecting from a spine-ringed base. The spines are 5'9" long thorns produced in an interior organ at the base of a sashalus's stalk. Sashalus usually live for up to 30 years. COMBAT The sashalus attacks faster-moving or formidable prey by shooting its spines up to 20 yards with great force. A sashalus can fire 1-4 of these spines per round (at different targets if necessary), shooting as many at a given target as it feels necessary for self-defense or to bring about a successful kill. If its prey can be easily overcome, i.e., if the prey is small, disabled, helpless or sleeping, it will begin to dissolve it with its acid for food. Poison spines (Ex): A sashalus may have 8-17 (1d10+7) spines and can regenerate up to two every 24 hours. The sashalus' spines contain an injected form of poisonous liquid that reacts with air to become useless within 1-2 days after the spine leaves the body of the sashalus. Slow poison and neutralize poison spells have normal effect on sashalus spine-fluid. This substance has not yet been synthesized by alchemists. Sashalus Poison: Inject, Fort Save DC 12. Initial damage: none; secondary damage: random effect, roll 1d20 on the table below: 1-4 Unconsciousness occurs at the end of the round, lasting for 1-6 minutes. 5-13 The victim is confused (as the spell) for 1-3 minutes. With a successful Fort save at DC 12, this effect lasts for 1-2 rounds instead. 14-16 The victim is wracked with convulsions and nausea (-3 on dexterity checks, thus making spellcasting impossible, and –2 on strength) for 1-2 minutes. 17-20 The victim suffers chills, dizziness, and nausea (-1 on dexterity, temporary loss of 1-2 hp) for 4-9 rounds. Acid (Ex): The sashalus absorbs the organic nutirents of all prey, including their own spines which they have fired, leaving only bones and metal. A sashalus approaches disabled prey and opens sucker-like mouths on the underside of its tendrils. These tendrils exude a highly corrosive acid (2-8 hp damage to all organic matter save sashalus flesh, per round) that dissolves flesh and organ tissues (neutralizing natural or carried poisons) into a thick fluid. The sashalus absorbs this fluid through its own skin; this feeding takes roughly 15 minutes for a medium-sized creature. Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits. Skills: A sashalus receives a +4 racial bonus to Spot, Balance, Hide, and Climb checks. SOCIETY A sashalus detects prey with its weak darkvision and with vibratory sensors in its tendrils. It has 10-30 eyes studded all about its gas-bladder "head," and a ring of 8-19 eyes around its base (each located between two of its rings of bristling spines). The sashalus fires its spines via pressurized gas, bleeding jets from the large bladder where it produces gases. The sashalus is quite crafty in ways of hunting and survival. A sashalus moves away from bones; it also hides, moves, or arranges treasure and remains to lure further prey, if it deems such action will entice more meals. Although slow, a sashalus is quite nimble and can climb low walls, trees, and the like, right itself if overturned, squeeze itself through narrow cracks, and so on. It can close its eyes at will, and can curl or contort its body to blend in with stumps, tangled vegetation, shriekers, and other similar vegetation. Sashalus are solitary creatures who wander widely for food, having no definite lair, though they do have favored ambush spots. When encountering another sashalus, they mate briefly; 8-10 months thereafter, each gives birth to 1-2 tiny young who are born with full powers. These young are typically 1 HD, have only 4-9 spines, and a total of 2-20 eyes. They grow to maturity in about a year, leaving their parent immediately after birth. They communicate with other sashalus only by a limited touch-telepathy (exchanging feelings, directions, and mental images - such as the whereabouts of prey, dangerous enemies, etc.). The sashalus first appeared in Dragon Magazine #119 (1987, "The Dragon's Bestiary: A Walk Through the Woods", Ed Greenwood) ** this is the entry for the sashalus spine fluid poison, as i originally wrote it: Poison spines (Ex): A sashalus may have 8-17 (1d10+7) spines and can regenerate up to two every 24 hours. The sashalus' spines contain an injected form of poisonous liquid that reacts with air to become useless within 1-2 days after the spine leaves the body of the sashalus. This liquid affects creatures as follows (on d%): 1-22 Unconsciousness occurs at the end of the round, lasting for 1-6 minutes. 23-56 The victim is confused (as the spell) for 1-3 minutes. With a successful Fort save at DC 12, this effect lasts for 1-2 rounds instead. 57-69 The victim is wracked with convulsions and nausea (-3 on dexterity checks, thus making spellcasting impossible, and -2 on strength) for 1-2 minutes. 70-84 The victim suffers chills, dizziness, and nausea (-1 on dexterity, temporary loss of 1-2 hp) for 4-9 rounds. 85-0 The victim suffers no effects. For creatures with more than 4 HD or with a Constitution above 15, add +10 to the die roll per point of Con or HD above the minimums given. Slow poison and neutralize poison spells have normal effect on sashalus spine-fluid. This substance has not yet been synthesized by alchemists. [/QUOTE]
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