Converting original D&D and Mystara monsters

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BOZ said:
I guess it grapples or attaches helpless prey, and pulls it into its space. Its tendrils have 30 feet reach, and thus can pull creatures from a distance, and maybe they constrict?? They also have an anesthetic probably by touch that keeps the victim from feeling the pain and thus waking up.

If they are helpless, it doesn't really need to grapple them to drag them, does it? The flower bud does the damage, not the tendrils, so instead of contrict, I think it is more of a "bite" or even a swallow whole/crushing damage effect.

BOZ said:
they have a scent-based attack and a 30 foot range (do we keep the 1-6 round delay or not?) that puts creatures to sleep for an hour on a failed save. Success indicates immunity to the aroma until the creature goes out of range.

I'd ditch the onset delay. If anything, make it an inhaled poison, which has a built-in one-minute delay for secondary damage.
 

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Shade said:
If they are helpless, it doesn't really need to grapple them to drag them, does it? The flower bud does the damage, not the tendrils, so instead of contrict, I think it is more of a "bite" or even a swallow whole/crushing damage effect.

maybe an acid damage then? and the tendrils are a touch attack?

The carnivorous somnastis plant waits until its prey is lulled to sleep by its odor, and then opens the bud of its flower. Inside are the plant's tough tendrils, which gently grasp the prey and lower it into the flower bud.

Acid (Ex): The flower bud in the center of a somnastis plant constantly secretes acid. Any creature touching it takes 1d3 points of acid damage per round. This acid also acts as an anesthetic, making the creature immune to pain unless it succeeds on a DC X Fortitude save. The save Dc is Constitution-based.

Shade said:
I'd ditch the onset delay. If anything, make it an inhaled poison, which has a built-in one-minute delay for secondary damage.

?

A somnastis plant continually creates a flowery fragrance that fills a 30-foot radius around the plant. This aroma actually carries a poison that puts creatures to sleep.

Poison (Ex): Inhaled, Fortitude DC X, initial damage and secondary damage sleep for one hour. The save DC is Constitution-based. The effect of this poison is not cumulative with each failed saving throw, but creatures waking up will be subject to its effects again if they fail their saves. Any creature that succeeds on its saving throw becomes immune to the poison until it leaves the area of effect.
 

BOZ said:
maybe an acid damage then? and the tendrils are a touch attack?

The carnivorous somnastis plant waits until its prey is lulled to sleep by its odor, and then opens the bud of its flower. Inside are the plant's tough tendrils, which gently grasp the prey and lower it into the flower bud.

Acid (Ex): The flower bud in the center of a somnastis plant constantly secretes acid. Any creature touching it takes 1d3 points of acid damage per round. This acid also acts as an anesthetic, making the creature immune to pain unless it succeeds on a DC X Fortitude save. The save Dc is Constitution-based.

That should work. Note that the plant gets a +4 bonus on the attack roll against a helpless oponent (as normal for the helpless condition).

BOZ said:
?

A somnastis plant continually creates a flowery fragrance that fills a 30-foot radius around the plant. This aroma actually carries a poison that puts creatures to sleep.

Poison (Ex): Inhaled, Fortitude DC X, initial damage and secondary damage sleep for one hour. The save DC is Constitution-based. The effect of this poison is not cumulative with each failed saving throw, but creatures waking up will be subject to its effects again if they fail their saves. Any creature that succeeds on its saving throw becomes immune to the poison until it leaves the area of effect.

I was just offering up a way of retaining the onset delay, by suggesting initial damage none, secondary damage sleep. However, the way you wrote it up looks fine.
 

Hmm, I didn’t catch that, but I think your way is a bit simpler. ;)

Should it have low-light vision, or blindsense do you think?
 

I prefer blindsense with most plant creatures, unless they are vaguely humanoid. Just a personal preference. :)
 

it makes sense. :) and 30 ft range seems to fit, especially given that its reach and poison have that same range. ;)

this part would seem to be important as we could convert it into a drug or something:

Its leaves, when chewed for an hour or so, make the user enter a sleepwalking state. He is aware of what is going on around him. He can answer questions put to him, but will not if they are not questions he would ordinarily answer (the Gentle Folk are so passive, of course, that they’ll never answer anything). He does not think and does not feel any emotion in this state. The state lasts 1-3 (1/2d6) days.
Someone forced to chew the leaves or take a drug based on them can make a saving throw vs. Poison in order to resist its effects. He gets a + 2 bonus to his roll. It’s fairly easy to resist; most Gentle Folk using the leaves voluntarily forfeit their saving throws, because they desire the leafs effects.
If a character under the leaf’s influence is attacked or confronts a situation where he definitely would like to break out of its effects, he must make an ordinary saving throw vs. Poison; success means he breaks out. He can only make one saving throw attempt per turn.
 

30 feet does indeed make perfect sense. :)

Here's a very rough draft in the drug format...

Somnastis Plant Leaves
Description: These leaves are similar in consistency to those of a rose, only much larger.
Initial Effect: Dazed for X rounds/minutes?.
Secondary Effect: Its leaves, when chewed for an hour or so, make the user enter a sleepwalking state. He is aware of what is going on around him. He can answer questions put to him, but will not if they are not questions he would ordinarily answer. He does not think and does not feel any emotion in this state. The state lasts 1d3 days.
Price: ??? gp.
Side Effects: Those under the effect of baccaran take a -4 circumstance penalty on saving throws involving illusions for 2d4 hours after using this mild hallucinogen.
Overdose: ???.
Addiction: Low?.
 


i want to see when/if Paizo wants us to do something with Castle Amber monsters first. :)
 


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