Converting monsters from Dragon magazine (Part Two)

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Agreed to the ability scores.

So... keep suffocation but allow to escape as a grapple with a set DC (or via Str/Escape Artist checks)? I should go look up the Red Sundew.
 

Added to Homebrews.

Combat: Like the giant sundew, this plant has developed an awareness of its surroundings and is selective about its prey. It will not attack anything under 4’ in height.

The red sundew has the (maligned around these parts) woodsense ability. Change to blindsense/tremorsense?

The leaves and the stem are coated in a thick mucilage produced by glands throughout the plant. This mucilage gives the plant a shimmering appearance during the day, and under intense light causes a nonmagical dazzling effect on those who view and fail to save vs. petrification. The effect lasts for 1-4 rounds and makes the dazzled creature -2 on attack rolls.

Function like a gaze attack that only works in areas of bright illumination?

Also like the giant sundew, the rainbow plant strikes with its leaves, with 1-6 branches lashing out at each victim within reach and striking for 1-2 hp damage from the knob at the end of each leaf.

Red sundews have 4 slam attacks at 1d6+Str. Stick with 4 attacks here, but reduce damage to 1d4 or less? Provide special advancement rules that additional attacks are gained at HD (or size) milestones?

Each leaf adheres to the object struck, reducing the victim’s ability attack by -1 for every four leaves adhering to him. If the plant rolls a natural 20, the plant’s leaf struck the victim’s head, clogging the victim’s mouth and nostrils with mucilage. Suffocation results in 1-4 rounds unless the sap is dissolved with vinegar or alcohol, The leaves also produce a mild enzyme causing 1 hp damage per round per leaf unless the leaf is broken. The chance for breaking a leaf is the same as for opening doors, checking for each leaf separately.

The red sundew has this for comparison...

Sticky Acid (Ex): A red sundew is coated with a thick, acidic goo. Any creature or object that makes physical contact with the monster is smeared with this sticky acid, which deals 1d6 points of acid damage per round until removed. Thus, any successful hit from or against the red sundew automatically deals acid damage to the opponent or the opponent's weapon, depending upon the point of contact. Sticky acid remains on a creature or object for 1d4+1 rounds. It cannot be scraped off, but it can be washed off with a full-round action and at least 1 gallon of water.

Fiery attacks and missiles do only half damage because of the plant’s mucilage covering. Blunt weapons do no damage.

Resistance to fire and DR/slashing?
 




How about using the raggamofyn technique again, with the adhesive granting a grapple bonus?
 

That could work. Also, it sounds like it doesn't always grab the mouth, so it might work like the farastu's slime on a non-critical hit...

Adhesive Slime (Ex): The thick, tarlike slime that farstus secrete acts as a powerful adhesive, holding fast creatures or items that touch it. Farastus have a +8 racial bonus on grapple checks and disarm checks due to their adhesive slime. A farastu frequently chooses to grapple its foes and then maul its enemies with natural attacks.

A weapon that strikes a farastu is stuck fast unless the wielder succeeds on a Reflex save (DC 17). Prying off a stuck weapon requires a Strength check (DC 17). The save DC is Constitution-based.

Lantern oil or some other flammable oil (such as alchemist's fire) dissolves the farstu's adhesive slime; the creature requires 10 minutes to renew its adhesive coating if doused with oil. A farastu can dissolve its adhesive slime at will, and the substance breaks down 1 minute after the creature dies.
 



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