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Converting my old Magic conversions to 3.5
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<blockquote data-quote="HellHound" data-source="post: 1978475" data-attributes="member: 3397"><p><strong>Fungusaur</strong></p><p></p><p>[imager]http://www.psi-soft.co.uk/images/M/UL/Fungusaur.JPG[/imager]</p><p>Large Plant</p><p>Hit Dice: 6d8+18 (45 hp)</p><p>Initiative: +0</p><p>Speed: 20 ft</p><p>AC: 19 (-1 Size, +10 Natural)</p><p>Attacks: Bite +7 melee or Slam +3 melee</p><p>Damage: Bite 1d10+4, Slam 2d6+4</p><p>Face/Reach: 5 ft by 10 ft / 5 ft</p><p>Special Attacks: Improved Grab, Swallow Whole</p><p>Special Qualities: Regenerate 5, Growth, Tremorsense</p><p>Saves: Fort +8, Refl +2, Will -1</p><p>Abilities: Str 18, Dex 10, Con 16, Int 3, Wis 5, Cha 5</p><p>Skills: Wilderness Lore +6, Spot +4, Listen +6, Hide +6</p><p>Climate/Terrain: Underground, dark and damp locales</p><p>Organization: Solitary, Pair, Family (2-6)</p><p>Challenge Rating: 5</p><p>Treasure: Half Normal</p><p>Alignment:Neutral</p><p>Advancement: 7-8 HD (Large); 9-12 HD (Huge), 13-22 (Gargantuan), 23+ HD (Colossal)</p><p></p><p>Living in the deepest pits of the earth and anywhere that is dark and damp enough for their taste, fungusaurs are huge, white and grey mottled four-legged fungal monsters. They are usually covered in the scars of their growth. They have two small “eye spots”, one on each side of their huge, toothy maw.</p><p></p><p>Fungusaurs are fervent omnivores, eating everything they can get their mouth onto, including chunks of each other. Philosophers have said “that which does not kill us makes us stronger”, but never were they more right than with the Fungusaur, as each time they survive a serious injury, they begin to grow again.</p><p></p><p>Fungusaurs reproduce by fissioning off portions of themselves into new, young fungusaurs. This is usually only done when a mature fungusaur exceeds 20 Hit Dice, and the young produced takes 6 of the parent’s hit dice to be “created”. Rather than sheltering their young, the Fungusaur parent often injures their own offspring, thereby ensuring their rapid growth.</p><p></p><p>COMBAT</p><p></p><p>Fungusaurs lumber towards their prey, looking to eat them or beat them to death.</p><p></p><p>Plant: Immune to poison, sleep, paralysis, stunning and polymorphing. Is not subject to critical hits or mindinfluencing effects. Low-lite vision (twice normal human).</p><p></p><p>Tremorsense (Ex): A Fungusaur can automatically sense the location of anything within 60 feet that is in contact with the ground.</p><p></p><p>Darkvision (Ex): Fungusaurs have 120 foot darkvision. </p><p></p><p>Improved Grab (Ex): To use this ability, the fungusaur must hit with its bite attack. If it gets a hold, it automatically deals bite damage and can attempt to swallow whole.</p><p></p><p>Swallow Whole (Ex): Fungusaurs can swallow opponents that it successfully bites and then holds (making a free grapple check against the opponent bitten). The round after</p><p>the bite and grapple check, a second grapple check is made and, if successful, indicates that the Fungusaur has swallowed its victim. It can only swallow a victim up to one size category smaller than itself. Once inside, the victim takes 1d8+4 crushing damage. A swallowed creature may attempt to cut itself out using a tiny or small slashing weapon or claws, dealing 20 damage to the Fungusaur’s insides (AC</p><p>20). Once a creature has exited in this way, other creatures need only deal 5 damage in the same manner to reopen the wound until an hour has passed and the wound closed completely.</p><p></p><p>Regeneration (Ex): Extreme cold and fire both deal real damage to a fungusaur, all other damage is subdual damage and is healed at a rate of 5 points per round.</p><p></p><p>Growth (Ex): Whenever a Fungusaur takes more than 20 damage total in a single combat or hour, it begins to grow again. In one day it will have gained an extra hit die</p><p>according to the Advancement charts for plants (including possible size change according to the advancement chart above).</p></blockquote><p></p>
[QUOTE="HellHound, post: 1978475, member: 3397"] [b]Fungusaur[/b] [imager]http://www.psi-soft.co.uk/images/M/UL/Fungusaur.JPG[/imager] Large Plant Hit Dice: 6d8+18 (45 hp) Initiative: +0 Speed: 20 ft AC: 19 (-1 Size, +10 Natural) Attacks: Bite +7 melee or Slam +3 melee Damage: Bite 1d10+4, Slam 2d6+4 Face/Reach: 5 ft by 10 ft / 5 ft Special Attacks: Improved Grab, Swallow Whole Special Qualities: Regenerate 5, Growth, Tremorsense Saves: Fort +8, Refl +2, Will -1 Abilities: Str 18, Dex 10, Con 16, Int 3, Wis 5, Cha 5 Skills: Wilderness Lore +6, Spot +4, Listen +6, Hide +6 Climate/Terrain: Underground, dark and damp locales Organization: Solitary, Pair, Family (2-6) Challenge Rating: 5 Treasure: Half Normal Alignment:Neutral Advancement: 7-8 HD (Large); 9-12 HD (Huge), 13-22 (Gargantuan), 23+ HD (Colossal) Living in the deepest pits of the earth and anywhere that is dark and damp enough for their taste, fungusaurs are huge, white and grey mottled four-legged fungal monsters. They are usually covered in the scars of their growth. They have two small “eye spots”, one on each side of their huge, toothy maw. Fungusaurs are fervent omnivores, eating everything they can get their mouth onto, including chunks of each other. Philosophers have said “that which does not kill us makes us stronger”, but never were they more right than with the Fungusaur, as each time they survive a serious injury, they begin to grow again. Fungusaurs reproduce by fissioning off portions of themselves into new, young fungusaurs. This is usually only done when a mature fungusaur exceeds 20 Hit Dice, and the young produced takes 6 of the parent’s hit dice to be “created”. Rather than sheltering their young, the Fungusaur parent often injures their own offspring, thereby ensuring their rapid growth. COMBAT Fungusaurs lumber towards their prey, looking to eat them or beat them to death. Plant: Immune to poison, sleep, paralysis, stunning and polymorphing. Is not subject to critical hits or mindinfluencing effects. Low-lite vision (twice normal human). Tremorsense (Ex): A Fungusaur can automatically sense the location of anything within 60 feet that is in contact with the ground. Darkvision (Ex): Fungusaurs have 120 foot darkvision. Improved Grab (Ex): To use this ability, the fungusaur must hit with its bite attack. If it gets a hold, it automatically deals bite damage and can attempt to swallow whole. Swallow Whole (Ex): Fungusaurs can swallow opponents that it successfully bites and then holds (making a free grapple check against the opponent bitten). The round after the bite and grapple check, a second grapple check is made and, if successful, indicates that the Fungusaur has swallowed its victim. It can only swallow a victim up to one size category smaller than itself. Once inside, the victim takes 1d8+4 crushing damage. A swallowed creature may attempt to cut itself out using a tiny or small slashing weapon or claws, dealing 20 damage to the Fungusaur’s insides (AC 20). Once a creature has exited in this way, other creatures need only deal 5 damage in the same manner to reopen the wound until an hour has passed and the wound closed completely. Regeneration (Ex): Extreme cold and fire both deal real damage to a fungusaur, all other damage is subdual damage and is healed at a rate of 5 points per round. Growth (Ex): Whenever a Fungusaur takes more than 20 damage total in a single combat or hour, it begins to grow again. In one day it will have gained an extra hit die according to the Advancement charts for plants (including possible size change according to the advancement chart above). [/QUOTE]
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