Aspect of BOZ
First Post
Kafkonia said:A bloodsipper... often grows
i like that better, actually.

OK, i'm going to try to find the time to look at the combat text and see how i can simplify that...
Kafkonia said:A bloodsipper... often grows
To sever a bloodsipper’s pod denizen tether, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can ready an action to attempt to sunder a bloodsipper’s tether when its pod denizen bites at him.
A bloodsipper’s tethers have 10 hit points each. If a pod denizen currently grappling a target is attached to a bloodsipper by the tether that is being attacked, another pod denizen usually makes the bloodsipper's attack of opportunity against the opponent making the sunder attempt. Severing one of a bloodsipper’s tethers deals 10 points of damage to the bloodsipper. The creature regrows severed tethers and pods in 1d10+10 days.
A bloodsipper’s body can be slain just like any other creature’s. Any attack that is not (or cannot be) an attempt to sunder a tether affects the body. For example, area effects deal damage to a bloodsipper's body, not to its tether or pod denizen. A pod denizen does not take damage so long as it remains tethered. Killing the bloodsipper automatically severs the tethers of all remaining pod denizens.
Targeted magical effects cannot sever a bloodsipper’s tethers (and thus must be directed at the body) unless they deal slashing damage and could be used to make sunder attempts.
Monster Manual said:A hydra can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can strike at a hydra’s heads from any position in which he could strike at the hydra itself, because the hydra’s head writhe and whip about in combat. An opponent can ready an action to attempt to sunder a hydra’s head when the creature bites at him.
Each of a hydra’s heads has hit points equal to the creature's full normal hit point total, divided by its original number of heads. Losing a head deals damage to the body equal to half the head’s full normal hit points. A natural reflex seals the neck shut to prevent further blood loss. A hydra can no longer attack with a severed head but takes no other penalties.
Each time a head is severed, two new heads spring from the stump in 1d4 rounds. A hydra can never have more than twice its original number of heads at any one time, and any extra heads it gains beyond its original number wither and die within a day. To prevent a severed head from growing back into two heads, at least 5 points of fire or acid damage must be dealt to the stump (a touch attack to hit) before the new heads appear. A flaming weapon (or similar effect) deals its energy damage to the stump in the same blow in which a head is severed. Fire or acid damage from an area effect may burn multiple stumps in addition to dealing damage to the hydra’s body. A hydra does not die from losing its heads until all its heads have been cut off and the stumps seared by fire or acid.
A hydra’s body can be slain just like any other creature’s, but hydras possess fast healing (see below) and are difficult to defeat in this fashion. Any attack that is not (or cannot be) an attempt to sunder a head affects the body. For example, area effects deal damage to a hydra's body, not to its heads.
Targeted magical effects cannot sever a hydra’s heads (and thus must be directed at the body) unless they deal slashing damage and could be used to make sunder attempts.
An opponent can attack a MONSTER’s PART with a sunder attempt as if they were weapons. A MONSTER’s (tentacles) have (X) hit points each. If a MONSTER is currently grappling a target with the (tentacle) that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a MONSTER’s PART deals (X) points of damage to the creature. A MONSTER usually withdraws from combat if it loses (X) PARTs. The creature regrows severed limbs in (X) days.
An opponent can make sunder attempts against a MONSTER’s PARTS1 or PARTS2 as if they were weapons. A MONSTER’s PARTS1 have (X) hit points, and its PARTS2 have (X) hit points. If a MONSTER is currently grappling a target with one PART1 or PART2, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a MONSTER’s PART1 or PART2 deals damage to the MONSTER equal to half the limb’s full normal hit points. A MONSTER usually withdraws from combat if it loses (X) PARTS1 or (X) PARTS2. A MONSTER regrows severed limbs in (X) days.
Monster Manual said:A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a roper’s strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the roper takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to a roper.
Tzeentch said:Bloodsipper
Initiative: -9
* Shouldn't that be just -1 from Dex, or is size modifier applied as a special effect?
Tzeentch said:Environment: X (Far Realm?)
* Underground or Warm Forests maybe ("humid air")?
Tzeentch said:* A possible version that cuts down some verbiage, tries to clarify biting heads vs. pod denizens, moves some sentences around, and adds a statblock for the denizens themselves is below.
* I liked the automatic bite damage, it makes a lot of sense to me. I left the attach quality on the pod denizens as well.
Tzeentch said:Pod Denizen: CR -; Small plant; HD 4d8; hp 18; Init -1; Spd 40 ft.; AC 12, touch 10, flat-footed 12; Base Atk +3; Grp +3; Atk or Full Atk: bite +8 melee (1d8+4); Space/Reach: 5ft/5ft; SA attach; SQ low-light vision, plant qualities, vulnerability to salt; AL Chaotic Neutral; SV Fort +4, Ref +0, Will +0; Str 19, Dex 9, Con 10, Int -, Wis 9, Cha 3.
<maybe briefly describe what denizens do here: probably fight and run when main plant is low health?>
BOZ said:they probably don't need to be limited exclusively to forested areas, as they don't really fit in with any other vegetation (except as possible camouflage) - does "Warm land and underground" sound decent?
BOZ said:cool, thanks, that's exactly the sort of thing i was looking for.i could see it having a lower Str without the tether to back it up, maybe 15-ish?
Shade said:Nah...no sense complicating it further, eh?![]()
Looking good, otherwise.
Shade said:I love those saving throws. Achilles heel, anyone?![]()
Shade said:For advancement, might as well go with 21+ (Colossal). Should we allow it to gain an additional bite attack for every X HD gained?
Shade said:Treasure is probably present, since it is immobile and nothing seems to indicate that it digests anything other than blood.