Converting monsters from Second Edition Monstrous Compendiums


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Tree, Singing
CLIMATE/TERRAIN: Temperate or tropical forest
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Blood
INTELLIGENCE: Animal (1)
TREASURE: See below
ALIGNMENT: Neutral
NO. APPEARING: 1
ARMOR CLASS: 7
MOVEMENT: 0
HIT DICE: 12+4
THAC0: 7
NO. OF ATTACKS: 1d100
DAMAGE/ATTACK: 1
SPECIAL ATTACKS: Singing
SPECIAL DEFENSES: Singing
MAGIC RESISTANCE: 25%
SIZE: L (10-20’ tall)
MORALE: Fearless (19-20)
LEVEL/XP VALUE: 10,000

The singing tree is an odd plant that lures creatures to rest nearby, then drains their blood to feed itself.

The singing tree appears to be a normal deciduous tree with uniquely shaped leaves. Each leaf sings with a lovely voice, the hundreds of them blending into a beautiful chorus. If hungry, the tree joins the chorus, adding its own bass line.

Combat: When the tree uses its bass line, all mammalian creatures within 100 yards must roll saving throws vs. spell; those who do not succeed feel compelled to stop for a bit and rest in the shade of the tree. When a potential victim rests beneath the tree, several leaves fly off the tree to attack.

At any time, the tree can send a number of leaves equal to its hit points. However, unless ravenously hungry, the tree sets typically only 1d6 leaves on a single victim to avoid notice. Each leaf flutters down, appearing to fall naturally, but the small twig that connects the leaf to the tree is also a feeding tube, which the leaf inserts into exposed skin. For victims charmed by the tree’s music, the pain of insertion is unnoticed. After draining 1 hit point of blood, the leaf flutters away, then seems to rise on a breeze, back into the tree’s branches. There, it reattaches itself to its branch and feeds the blood to the tree. To remain healthy, the tree must each day consume a number of hit points of blood equal to its normal total.

Each leaf has 1 hp. Killing them individually is quite inefficient, for the tree has a number of leaves equal to 10 times its hit points. If the tree is attacked with an area-effect spell such as a fireball, all leaves not attached to the tree are killed, if they are within the spell’s area of effect. In addition, a number of leaves on the tree equal to the total damage inflicted are also killed. The tree rolls saving throws as indicated by its Hit Dice, with normal effects for success.

Attacking the tree causes it to send all its leaves to attack. Besides their blood drain, the fluttering leaves can cause obscurement, lessening oponents’ attack rolls by -2. If the tree is killed, individual leaves die in 1d10 rounds.

Habitat/Society: In the wild, singing trees grow in secluded places and use their music to lure unintelligent animals. The tree’s leaves vibrate in the wind; combined with their natural magic, this makes a lovely sound. Each leaf has its own “voice,” and the music is indescribably beautiful. When the tree adds its lower tones, the song becomes very attractive and calming.

Each singing tree has its own territory of about 100 yards in any direction from the bole. When a seed is produced (once every five years), a pair of leaves takes it far away so it may claim another territory. If the seed is planted in a singing tree’s territory, the adults sends its leaves to block sunlight and attack the smaller tree’s leaves. If several singing trees grow in close proximity, they soon overhunt the area and several dies, leaving only the strongest. They live for centuries if well fed

Some wealthy individuals have tried to procure specimens for their own gardens. Many owners feed their trees, but others keep their trees hungry so they will serve as guardians. A tree that is kept hungry turns feral eventually, sending all its leaves to attack any warm-blooded creature that enters its territory.

Ecology: A singing tree in the wild is similar to other predators, feeding upon prey and facing a few enemies of its own. Animals that damage wood are its greatest enemies.

To bring a tree to civilization, one of the rare seeds must be captured, or a tree must be carefully removed from the surrounding soil, with little damage to the roots. Transportation must also be gentle, and the tree must not be exposed to rapid changes in temperature or to extreme temperatures. Capturing a healthy adult tree also requires facing its music and blood-sucking leaves. A seed or healthy tree can bring as much as 5,000 gp from an interested buyer.

Originally appeared in City of Delights (1993).
 

Reminds me a bit of Old Man Willow.

Well, blood sucking is usually Con damage, but we might change the number of points per leaf. That's an unusual mechanic.
 

I could see limiting the number of individual leaves released, and treating each as a mini-stirge. For the "release all leaves at once" option, perhaps treat them as a swarm or two?
 




Looking at some other stats:

Walking Tree (H): Str 34, Dex 8, Con 24, Int —, Wis 11, Cha 1
Bohun Tree (G): Str 34, Dex 10, Con 26, Int 10, Wis 13, Cha 10

Ironmaw (H): Str 30, Dex 9, Con 23, Int 4, Wis 13, Cha 14
Octopus Tree (H): Str 30, Dex 3, Con 20, Int 8, Wis 15, Cha 15
Orcwort (C): Str 39, Dex 7, Con 29, Int 10, Wis 16, Cha 8
Dark Tree (H): Str 28, Dex 8, Con 21, Int 5, Wis 10, Cha 7
Ancient Night Twist (H): Str 45, Dex 6, Con 34, Int 12, Wis 16, Cha 23
Flesh-Mulcher Tree (H): Str 20, Dex 10, Con 20, Int 2, Wis 10, Cha 4
Bonetree (H): Str 10, Dex 10, Con 20, Int -, Wis 10, Cha 2
Death's Head Tree (H): Str 20, Dex 6, Con 18, Int 3, Wis 5, Cha 1

So maybe Str 14, Dex 7, Con 20, Int 1, Wis 11, Cha 17? High Cha for the singing?
 

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