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Sheen, Drifter

http://www.enworld.org/forum/general-monster-talk/248323-special-conversion-thread-sheens.html

Sheen, Drifter
Medium Construct (Living)
Hit Dice: 3d10+9 (25 hp)
Initiative: +4
Speed: Fly 30 ft. (perfect)(6 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2/+2
Attack: Slam +2 melee (1d6)
Full Attack: 3 slams +2 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Electrical discharge
Special Qualities: Alert, darkvision 60 ft., defensive field, detect resources, flight, immunity to electricity, living construct traits, rapid repair
Saves: Fort +4, Ref +1, Will -2
Abilities: Str 10, Dex 10, Con 16, Int 6, Wis 5, Cha 1
Skills: Listen +6, Spot +6
Feats: Alertness, Improved Initiative
Environment: Any
Organization: Solitary or perimeter (2-4)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: —

A lumpy, metallic obloid body floats through the air. Three metal limbs with small metal teeth hang beneath it. Dim lights flicker across the sphere in varying patterns.

Sheens are highly-advanced clockwork constructs from an unknown world or plane. Trapped on worlds where magic is mightier than technology, the sheens have learned to mimic life in order to better survive. As a result, sheens have learned to self-replicate and have taken on some living traits. Sheens also modify themselves and their progeny to better survive in their new world.

Sheens are concerned only with their own continued existence and expansion. They regard living creatures as competitors, and expend local resources at an alarming rate.

Drifters fulfill similar functions as walkers, but also serve as a defensive perimieter for a cyst. Drifters are usually deployed within 4 miles of a machine cyst.

A drifter is 4 feet long, 3 feet wide, and weighs 200 pounds.

Sheens speak their own language.

COMBAT

Drifters signal a machine cyst when organic beings trespass within their defensive perimiter. Until reinforcements arrive, drifters harrass intruders with the sharp teeth on their sampler arms and electrical discharges.

Alert (Su): If a drifter senses a danger, it may telepathically alert the other members in its cyst within 4 miles. Other than the range and alerting multiple creatures, this functions as the mental alarm function of the alarm spell.

Defensive Field (Su): Drifters automatically generate a physical protective field. This grants the drifter damage reduction 2/- and resistance to acid 2, cold 2, electricity 2, fire 2, and sonic 2. The defensive field can prevent a total of 12 points of damage per day.

Detect Resources (Ex): A drifter's technology allows it to continuously locate the largest mass of metal within 30 feet. As a full-round action, the drifter can concentrate on a specific metal or mineral. If the specific mineral is within 30 feet, the drifter knows the exact location and approximate quantity. If more than one deposit of the specified metal or mineral is within range, the drifter senses the largest cache first.

Electrical Discharge (Su): Five times per day, a drifter can release stored energy as a powerful electrical shock. Its next successful slam attack deals an additional 2d4 points of electricity damage. Alternatively, if an attacker strikes the drifter with a metallic weapon, the foe takes 2d4 points of electricity damage.

Flight (Su): A drifter's body is supernaturally buoyant. This buoyancy allows it to fly at a speed of 30 feet with perfect maneuverability. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.

Living Construct Traits: As living constructs, a sheen has a Constitution score. A sheen does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, a sheen does not automatically have low-light vision or darkvision (although many varieties do possess one or both of these traits). Unlike other constructs, a living construct can use the run action.

A sheen has immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. A sheen cannot heal damage naturally (but does have the rapid repair special quality).

Unlike other constructs, sheens are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, and ability drain.

Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.

A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit points are less than 0 and greater than -10, a living construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable. A sheen can be raised or resurrected.

A sheen not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions. A sheen does not need to sleep, but must rest for 8 hours before preparing spells.

Sheens, unlike other living constructs, are immune to death effects, death necromancy effects, and mind-influencing effects.

Magic Susceptibility (Ex): Sheens have vulnerability (+50% damage) to damaging magic.

Rapid Repair (Ex): A sheen that rests for 1 full hour repairs 1 point of damage, so long as it has at least 1 hit point. Rapid repair does not allow a sheen to regrow or reattach lost body parts.

A character can assist a sheen's self-repair with a Craft (metalworking) check (DC 15). If the check is successful, the the sheen repairs 2 hit points per hour of rest. Providing assistance to the sheen counts as light activity for the assisting character, and a character can assist only one sheen at a time. A sheen cannot assist its own repair.

Skills: A drifter has a +4 racial bonus on Listen and Spot checks.

On Oerth

The two known machine cysts on Oerth are the Barrier Peaks cyst and the Rael cyst. Many more are suspected to exist, but there whereabouts are currently unknown.

Originally appeared in Dragon Magazine #258 (1999).
 
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Titanoboa, Giant

http://www.enworld.org/forum/general-monster-talk/246515-converting-prehistoric-creatures-21.html

Titanoboa, Giant
Gargantuan Animal
Hit Dice: 25d8+75 (187 hp)
Initiative: +3
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 21 (–4 size, +3 Dex, +12 natural), touch 9, flat-footed 18
Base Attack/Grapple: +18/+41
Attack: Bite +26 melee (2d6+16)
Full Attack: Bite +26 melee (2d6+16)
Space/Reach: 20 ft./15 ft.
Special Attacks: Constrict 2d6+16, improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +17, Ref +17, Will +13
Abilities: Str 33, Dex 17, Con 17, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +19, Hide +25, Listen +11, Move Silently +12, Spot +14, Swim +19
Feats: Alertness, Blind-Fight, Combat Reflexes, Cleave, Epic Skill Focus (hide), Epic Will, Power Attack, Skill Focus (spot), Weapon Focus (bite)
Environment: Warm forests
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 26–33 HD (Gargantuan); 26-33 HD (Gargantuan); 34-50 HD (Colossal)
Level Adjustment: —

The massive constrictor snake emerging from the swamp water is so long it almost seems to be endless.

Giant titanoboas are enormous constrictor snakes found in primeval jungles untouched by the passage of time. Though they resemble modern-day anacondas, they have a primordial character to them, mostly afforded by their incredible size. A capybara, a large meal for an anaconda, would be little more than a light snack to a giant titanoboa: these creatures routinely prey upon dire animals.

A giant titanoboa is 80 feet long and weighs around 10 tons.

COMBAT

Giant titanoboas are ambush predators, being too slow to chase most prey. They lie in wait in water sources or alongside game trails until a prospective meal wanders by, then try to seize it in their jaws.

If offered a selection of prey, a giant titanoboa will attack the largest of them, since this represents the biggest meal. If the target's too big for its swallow whole attack, the snake uses its constrict attack. When facing a group of prey small enough to swallow whole, the giant titanoboa uses its Cleave and Combat Reflexes feats to try gulping down as many of them as it can.

A giant titanoboa can swallow an entire creature one size category smaller than itself, but this is a slow process requiring many minutes of time and a non-resisting meal, not an action it can make in combat like its swallow whole attack.

A giant titanoboa will retreat if seriously damaged, releasing any prey in its coils and possibly regurgitating swallowed victims if they continue to injure it. They usually flee into the closest water and dive to the bottom.

Constrict (Ex): On a successful grapple check, a titanoboa deals 2d6+16 points of damage.

Improved Grab (Ex): To use this ability, a titanoboa must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Swallow Whole (Ex): A titanoboa can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+11 points of crushing damage plus 8 points of acid damage per round from the snake’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan snake’s interior can hold 1 Huge, 4 Large, 16 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Based upon the giant constrictor snake that originally appeared in Monster Manual (1977).
 
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Noran

http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-19.html

Noran
Large Plant
Hit Dice: 9d8+54 (94 hp)
Initiative: +3
Speed: 10 ft. (2 squares)
Armor Class: 18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Slam +10 melee (1d8+5) or stone +8 ranged (2d8)
Full Attack: 2 slams +10 melee (1d8+5) and stone +8 ranged (2d8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spit stones
Special Qualities: Damage reduction 10/bludgeoning, low-light vision, plant traits, spell resistance 14
Saves: Fort +12, Ref +6, Will +5
Abilities: Str 21, Dex 16, Con 23, Int 13, Wis 15, Cha 12
Skills: Hide +6*, Knowledge (dungeoneering) +7, Listen +10, Move Silently +10, Spot +10, Survival +2 (+4 underground)
Feats: Combat Expertise, Improved Disarm, Point Blank Shot, Precise Shot
Environment: Underground
Organization: Solitary or pair
Challenge Rating: 7
Treasure: Standard (left in its wake)
Alignment: Usually neutral evil
Advancement: 10–16 HD (Large); 17-23 HD (Huge); 24–27 HD (Gargantuan)
Level Adjustment: +4

Resembling a blighted, petrified animate tree, this creature ambles along on a thick stump and roots. Two long, whiplike branches end in smaller, prehensile branchlike hands. Knots and holes cover its entire surfeace, while its face is sunk within its trunk. A large cavity opens atop its head, while a knothole opens just beneath its mouth.

A noran is a subterranean, predatory, carnivorous plant, believed to be a distant relative of the treant. Its slow speed and deadly reputation force it to lead a nomadic lifestyle, for other creatures quickly hide or flee once its presence is felt in an area.

Norans prefer their kills "tenderized", making it easier to digest. A noran feeds only on the flesh and fluids, leaving the bones and anything the kill carried in its wake. Brave (or foolhardy) creatures sometimes follow a noran, scavenging off its kills. Doing so risks catching the noran's attention, or just the bad luck of the noran deciding to retrace its steps.

Norans will attack any living creature they encounter, except for others of their own kind. When a noran encounters one of its kin, the two reproduce through an unknown manner, yielding a single acorn each. The acorn occupies its parent's cavity, preventing rock spitting while it gestates for one year. After that time, a full-grown noran crawls out of the cavity and parts ways with its parent.

A noran is about 11 feet tall, with a “trunk” about 2 feet in diameter. It weighs about 1,000 pounds.

Noran speak Common and Treant.

COMBAT

A noran is capable of firing stones stored within their cavities through the small knothole beneath their mouth. It can make such attacks while lashing out with its prehensile branches, allowing it to combine melee and ranged attacks into a single deadly flurry.

Spit Stones (Ex): A noran may fire fist-sized rocks from the knothole below its mouth. A noran can spew these rocks with great velocity at opponents up to 180 feet as a standard action. This is a ranged attack with a range increment of 60 feet. A noran's cavity may hold up to 10 stones, which are dropped into the cavity on the noran's top with its prehensile arms. A noran that runs out of stones during combat may reload a single stone as a move action. A noran can make a spit stones attack in addition to melee attacks as part of a full attack action.

Skills: *Norans have a +16 racial bonus on Hide checks made in subterranean areas.

Originally appeared in Dragon Mountain (1993).
 
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Treant, Greater

http://www.enworld.org/forum/general-monster-talk/78935-converting-monsters-dungeon-magazine-44.html

Treant, Greater
Gargantuan Plant
Hit Dice: 16d8+160 (232 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 22 (–4 size, –1 Dex, +17 natural), touch 5, flat-footed 22
Base Attack/Grapple: +12/+36
Attack: Slam +20 melee (3d6+12)
Full Attack: 2 slams +20 melee (3d6+12)
Space/Reach: 20 ft./20 ft.
Special Attacks: Animate trees, double damage against objects, spell-like abilities, trample 3d6+18
Special Qualities: Damage reduction 15/magic and slashing, evil alert, immunity to charms and compulsions, low-light vision, plant traits, speak with animals and plants, vulnerability to fire
Saves: Fort +20, Ref +4, Will +11
Abilities: Str 34, Dex 8, Con 31, Int 15, Wis 18, Cha 16
Skills: Concentration +21, Diplomacy +5, Intimidate +14, Knowledge (nature) +13, Listen +15, Sense Motive +15, Spot +15, Survival +14 (+16 in aboveground natural environments)
Feats: Improved Initiative, Improved Sunder, Iron Will, Power Attack, Quicken Spell-Like Ability (charm monster), Snatch
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Usually chaotic good
Advancement: 17–32 HD (Gargantuan); 33-48 HD (Colossal)
Level Adjustment: —

This great, treelike being has thick, brown, barklike skin, massive gnarled branches for amrs, and thick, trunklike legs.

Greater treants are ancient, solitary relatives of treants found in the deepest parts of remote forests. As sworn protectors of the forests, greater treants can be called upon in times of great need to aid a region’s inhabitants.

Greater treants spend most of their time in deep slumbers, sometimes lasting as long as a century. Only intrusion into their secluded groves may rouse them. Greater treants are intolerant of evil and do everything in their power to defend their forests from any threats.

Although they have little need for treasure, greater treants often bury magic items and other items of use deep beneath their roots, only to be unearthed to aid others in good causes.

Greater treants subsist only upon photosynthesis.

A greater treant is about 36 feet tall, with a “trunk” about 4 feet in diameter. It weighs about 20,000 pounds. Their lifespans are unknown, although all are exceptionally ancient, and many believe them to be immortal.

Greater treants speak Common, Druidic, Sylvan, and Treant, and most humanoid languages. They also can communicate with animals and plants.

COMBAT

A greater treant uses its spell-like abilities to track the movements of foes, and to call in aid while it pummels foes with its mighty branches.

Animate Trees (Sp): A greater treant can animate trees within 180 feet at will, controlling up to ten trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a greater treant in all respects except it lacks spell-like abilities. Animated trees lose their ability to move if the greater treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 16th). Animated trees have the same vulnerability to fire that a greater treant has.

Double Damage against Objects (Ex): A greater treant or animated tree that makes a full attack against an object or structure deals double damage.

Evil Alert (Su): A sleeping greater treant is awakened by the intrusion of evil into its protected grove. Any creature that detects as evil (as the detect evil spell) and enters the greater treant's grove causes the greater treant to awake. This functions as the mental alarm function of the alarm spell, but the effect lasts as long as the greater treant sleeps.

Speak with Animals and Plants (Ex): A greater treant may communicate with animals and plants as if affected by the speak with animals and speak with plants spells.

Spell-Like Abilities: At will—animal growth (DC 18), animal messenger, detect chaos/evil/good/law, detect magic, entangle (DC 14), neutralize poison (DC 17); 1/day—greater dispel magic, quickened charm monster (DC 17), remove curse, scrying (DC 17), summon nature's ally VII. Caster level 16th. The save DCs are Charisma-based.

Trample (Ex): Reflex DC 30 half. The save DC is Strength-based.

Skills: *Greater treants have a +16 racial bonus on Hide checks made in forested areas.

Originally appeared in Dungeon Magazine #61 (1996).
 
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Venus Fly-Trap, Giant

http://www.enworld.org/forum/general-monster-talk/219404-converting-monsters-dragon-magazine-37.html

Venus Fly-Trap, Giant
Large Plant
Hit Dice: 6d8+12 (39 hp)
Initiative: +1
Speed: 0 ft.
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +4/+13
Attack: Bite +9 melee (1d6+5)
Full Attack: 3 bites +9 melee (1d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Jaws
Special Qualities: Blind, plant traits, resistance to fire 5, tremorsense 30 ft.
Saves: Fort +7, Ref +3, Will +4
Abilities: Str 21, Dex 12, Con 14, Int 2, Wis 11, Cha 6
Skills: Hide +6*
Feats: Combat Reflexes, Iron Will, Weapon Focus (bite)
Environment: Temperate or warm marshes
Organization: Solitary, pair or patch (3-8)
Challenge Rating: 3
Treasure: Half standard
Alignment: Always neutral
Advancement: 7-16 HD (Large); 17-24 HD (Huge); 25-32 HD (Gargantuan)
Level Adjustment: —

From beneath this massive flowering plant spring jawlike leaves.

The giant venus fly-trap, like its lesser relatives, is a carnivorous plant that traps and consumes prey with jawlike leaves. Sensitive hairs on the inner surfaces of these leaves allows the creature to detecting approaching prey.

Treasure can occasionally be found in the soil beneath the plant, left behind by previous prey.

A typical giant venus fly-trap is 10 to 15 feet in diameter. The plant consists of a bulb-like subterranean stem from which arise a rosette of three to eight stems, each ending in 3 to 6 foot long jawlike leaves.

COMBAT

A giant venus fly-trap lies motionless most of the time, awaiting the approach of prey. Once prey is detected within reach of its jaws, it quickly lashes out, sending one set of jaws at each creature it can reach.

Blind (Ex): A giant venus fly-trap is immune to visual effects, gaze attacks and illusions.

Jaws (Ex): Each of a giant venus fly-trap's jaws may make a single bite attack each round. It a jaw hits with its bite attack, the fly-trap can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round. A jaw enganged in a grapple cannot make a bite attack, but the giant venus fly-trap is not considered grappled.

With each of its jaws, a giant venus fly-trap can try to swallow a single grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 1d6+5 points of crushing damage plus 5 points of acid damage per round from the plant's fluids. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the jaws (AC 12), destroying that set of jaws (and dealing 5 points of damage to the fly-trap) in the process.

An opponent not currently swallowed can attack a giant venus fly-trap's jaws with a sunder attempt as if they were weapons, but risks injuring the trapped victim (a 50% chance). A giant venus fly-trap's jaws have 10 hit points each. If a giant venus fly-trap is currently grappling a target with the jaw that is being attacked, it usually uses another jaw to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant venus fly-trap's jaws deals 5 points of damage to the creature. The creature regrows severed or destroyed jaws in 1 week. A non-swallowed creature may also attempt to free the victim by grappling the fly-trap and succeeding on a second grapple check to open the jaws.

Skills: *Giant venus fly-traps have a +12 racial bonus on Hide checks made in marsh terrain with light or heavy undergrowth.

Originally appeared in Dragon Magazine #89 (1984).
 
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Spruce, Killer

http://www.enworld.org/forum/general-monster-talk/82565-send-clowns-converting-oddballs-13.html

Spruce, Killer
Huge Plant
Hit Dice: 8d8+48 (84 hp)
Initiative: +3
Speed: 0 ft.
Armor Class: 20 (–2 size, -1 Dex, +11 natural), touch 7, flat-footed 20
Base Attack/Grapple: +6/+24
Attack: Slam +15 melee (1d8+10 plus poison) or 6 needles +5 ranged (1d4+10 plus poison)
Full Attack: 6 slams +15 melee (1d8+10 plus poison) or 6 needles +5 ranged (1d4+10 plus poison)
Space/Reach: 15 ft./15 ft.
Special Attacks: Fell crush, poison, poison needle volley
Special Qualities: Camouflage, damage reduction 5/slashing or piercing, low-light vision, plant traits, vulnerability to fire
Saves: Fort +12, Ref +1, Will +2
Abilities: Str 30, Dex 8, Con 22, Int 2, Wis 10, Cha 2
Skills: Listen +8, Spot +7
Feats: Alertness, Improved Initiative (B), Power Attack, Weapon Focus (slam)
Environment: Temperate or cold forests
Organization: Solitary or grove (2-4)
Challenge Rating: 8
Treasure: Half standard
Alignment: Usually neutral evil
Advancement: 9–16 HD (Huge); 17–24 HD (Gargantuan)
Level Adjustment: —

A large evergreen tree swings its lowermost branches at you with what seems like an animalistic fury.

A killer spruce is an ill-tempered tree with the intellect and dispositon of a badger. Killer spruces tolerate no other living things except others of their own kind, reacting violently to all others who come within their reach.

The origins of killer spruces are unknown. Druids tolerate them, but often have to rescue travelers and sylvan allies from their clutches. Treants dislike the bad reputation these foul-tempered killers give to sentient trees, and often find themselves on the receiving end of misdirected retribution of those who have lost friends or loved ones to the killer spruces.

Young killer spruces show no sign of sentience and remain motionless, and are indistiguishable from normal spruce trees. Upon reaching maturity, a killer spruce immediately becomes sentient and irritable. Killer spruces reproduce just like their inanimate kin.

A killer spruce gains nourishment from photosynthesis and the organic enrichment of the soil that it undertakes itself. While a killer spruce has no use for treasure, the remains of past victims often can be found within the bed of cast-off needles beneath them.

A killer spruce is about 30 feet tall, with a “trunk” about 2 feet in diameter. It weighs about 4,000 pounds.

A killer spruce does not speak or understand any language.

COMBAT

A killer spruce attacks all creatures passing beneath it, striking with its strong-needled lowest branches. Killer spruces despise elves, and attack them in preference over other targets. Killer spruces fight to the death, not least because they can't run away!"

Camouflage (Ex): Since a killer spruce looks like a normal plant when at rest, it takes a DC 30 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant.

Fell Crush (Ex): When a killer spruce is destroyed in melee combat, it attempts to fall atop as many adversaries as possible and crush them. This special attack affects as many creatures of up to two size categories smaller than the killer spruce as can fit under it's body. Creatures in the affected area must succeed on a DC 24 Reflex save or be pinned, automatically taking 3d6+15 points of bludgeoning damage during the each round unless the killer spruce's corpse is removed. To determine the escape DC, treat the killer spruce as if it were alive and making a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape. The save DC is Strength-based.

Poison (Ex): Injury, Fortitude DC 16, initial damage sleep for 1 minute, secondary damage sleep for 1 hour. The save DC is Constitution-based and includes a -4 racial penalty.

Poison Needle Volley (Ex): With a flick of its branches, a killer spruce can loose a volley of six poisonous needles as a standard action (make an attack roll for each needle). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The killer spruce can launch only 36 needles in any 24-hour period.

Originally appeared in Dragon Magazine #156 (1990).
 
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Walking Tree

http://www.enworld.org/forum/genera...ing-monsters-d-d-official-video-games-26.html

Walking Tree
Huge Plant
Hit Dice: 12d8+84 (138 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 20 (–2 size, –1 Dex, +13 natural), touch 7, flat-footed 20
Base Attack/Grapple: +8/+32
Attack: Slam +18 melee (4d6+12)
Full Attack: 2 slams +18 melee (4d6+12)
Space/Reach: 15 ft./15 ft.
Special Attacks: Double damage against objects, trample 4d6+18
Special Qualities: Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire
Saves: Fort +15, Ref +3, Will +4
Abilities: Str 34, Dex 8, Con 24, Int —, Wis 11, Cha 1
Skills: Hide -13*
Feats: —
Environment: Any forests
Organization: Solitary or stand (2-8)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 13-16 HD (Huge), 17-32 HD (Gargantuan)
Level Adjustment: —

This massive tree suddently begins to move, sweeping a massive branched limb as if it were a giant clawed arm.

Walking trees arise when a normal tree is corrupted by agents of dark gods. Reports also claim that occasionally a treant's animated trees go rogue, lashing out at all in their path.

A walking tree is about 30 feet tall, with a “trunk” about 2 feet in diameter. It weighs about 4,500 pounds.

A walking tree does not speak or understand any language.

COMBAT

Walking trees are tenacious combatants, mindlessly following orders from their masters. They follow instructions explicitly and are incapable of any strategy or tactics. They are emotionless in combat and cannot be provoked.

Double Damage against Objects (Ex): A walking tree that makes a full attack against an object or structure deals double damage.

Trample (Ex): Reflex DC 28 half. The save DC is Strength-based.

Skills: *Walking trees have a +16 racial bonus on Hide checks made in forested areas.

In The Realms

When the Cult of Moander joined with the wizard Marcus and the glabrezu Taleton, many of the trees of the Elven Court were transformed through fell magic into these walking monstrosities.

Originally appeared in Pools of Darkness Adventurer's Journal (1991).
 
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Swarm, Bog Moss

http://www.enworld.org/forum/genera...nverting-monsters-polyhedron-magazine-33.html

Swarm, Bog Moss
Fine Plant (Swarm)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 5 ft. (1 square)
Armor Class: 18 (+8 size), touch 18, flat-footed 18
Base Attack/Grapple: +1/—
Attack: Swarm (1d6 plus 1d4 acid)
Full Attack: Swarm (1d6 plus 1d4 acid)
Space/Reach: 10 ft./0 ft.
Special Attacks: Acid, distraction
Special Qualities: Camouflage, immune to weapon damage, low-light vision, plant traits, swarm traits
Saves: Fort +4, Ref +0, Will -2
Abilities: Str 1, Dex 11, Con 13, Int —, Wis 6, Cha 6
Skills: —
Feats: —
Environment: Temperate and warm forests and marshes
Organization: Solitary or patch (2-4 swarms)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

A rich green mass of vegetable matter covers the ground nearby.

Bog mosses are slow-moving swarms of tiny plants. Bog mosses are opportunity feeders, eating any creatures that fall into their mass. It supplements this diet with rich soil and other plants (ferns are a favorite), and can subsist solely on photosynthesis if necessary.

Every spring, a bog moss releases a dozen spores into the wind. Those that find suitable soil quickly take root and begin to grow. Upon reaching about one-fifth its normal size, a young bog moss no longer needs its roots, and they dissolve.

Bog moss spores are coveted by spellcasters, for they reduce the gold cost by 100 gp per for use in the creation of magic items involving acid (potions of energy resistance, wands of acid arrow, and so forth).

A bog moss covers a 10-foot-cube.

COMBAT

Bog mosses prefer to settle in bowl-like earth and rock formations, posing as a normal patch of moss upon the ground. When prey falls in, the moss begins digesting the victim as it attempts to climb out of the pit.

Acid (Ex): A bog moss's acid does not harm metal or stone.

Camouflage (Ex): Since bog moss looks like a patch of normal plants when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant.

Distraction (Ex): Fortitude DC 12, nauseated 1 round. The save DC is Constitution-based.

Originally appeared in Polyhedron Magazine #67 (1992).
 
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Astrapotherium

http://www.enworld.org/forum/general-monster-talk/246515-converting-prehistoric-creatures-23.html

Astrapotherium
Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +4/+14
Attack: Gore +9 melee (1d8+6)
Full Attack: Gore +9 melee (1d8+6) and 2 stamps +7 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +9, Ref +5, Will +3
Abilities: Str 23, Dex 10, Con 19, Int 2, Wis 13, Cha 4
Skills: Listen +8, Spot +7, Swim +10
Feats: Alertness, Endurance, Multiattack
Environment: Temperate and warm forests
Organization: Solitary or herd (2–12)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-9 HD (Large)
Level Adjustment: —

This creature resembles a large tapir with a short prehensile trunk. Two pairs of curved tusks grow from its mouth.

A xenungulate, Astrapotherium is a member of an odd lineage of herbivorous mammals. Despite their superficial resemblance to tapirs and elephants, they are not closely related to either. Astrapotheres are hippo-like in their behavior, wallowing in mudholes and swimming in rivers in order to graze on plants growing from the bottom.

An astrapotherium is over 8 feet long and weighs 500 to 600 pounds.

COMBAT

Astrapotherium are generally docile, but are quite capable of defending themselves with tusks and hooves.

Hold Breath (Ex): An astrapotherium can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.

Skills: Astrapotheriums have a +4 racial bonus on Swim checks.

Originally appeared in Dragon Magazine #137 (1988).
 
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Snap Dragon

http://www.enworld.org/forum/genera...verting-original-d-d-mystara-monsters-20.html

Snap Dragon
Fine Plant
Hit Dice: 1/4d8 (1 hp)
Initiative: -5
Speed: 0 ft.
Armor Class: 13 (+8 size, -5 Dex), touch 13, flat-footed 13
Base Attack/Grapple: +0/-21
Attack: —
Full Attack: —
Space/Reach: 1/2 ft./0 ft.
Special Attacks: Pollen dragon
Special Qualities: Camouflage, low-light vision, plant traits
Saves: Fort +2, Ref -5, Will +0
Abilities: Str 1, Dex 1, Con 10, Int 1, Wis 11, Cha 11
Skills: Spot +4
Feats: Ability Focus (pollen dragon)
Environment: Any temperate or warm land
Organization: Solitary or patch (5-20)
Challenge Rating: 1/2
Treasure: Half standard
Alignment: Always neutral
Advancement: —
Level Adjustment: —

A cloud of golden pollen hovers above a patch of tiny flowers.

Snap dragons are small attractive flowers which grow in the midst of other small plants. Despite their appearance, these plants are both carnivorous and dangerous. They feed upon the victims of their illusory pollen dragons.

A snap dragon is only a few inches tall and nearly weightless.

COMBAT

A snap dragon has only one attack form, the ability to emit a hallucinogenic pollen that creates tiny illusory dragons in the minds of its victims. Since a pollen dragon exists in the victim's mind, it generally uses tactics imagined by the victim.

Camouflage (Ex): Since a snap dragon looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks.

Pollen Dragon (Su): A snap dragon continually releases a magical, hallucinogenic pollen in a 20-foot-radius. Any creature entering this area must succeed on a DC 12 Will save or believe that small, fierce dragons are attacking them. Killing the pollen dragon destroys the snap dragon, but killing the snap dragon does not destroy the pollen dragon, since it exists in the victim's mind. This is a mind-affecting, illusion effect. The save DC is Charisma-based.

Pollen dragons have the following statistics:

Pollen Dragon
Tiny Dragon
Hit Dice: 2d12+2 (15 hp)
Initiative: +2
Speed: 15 ft. (3 squares), fly 60 ft. (good)
Armor Class: 18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16
Base Attack/Grapple: +2/–8
Attack: Bite +4 melee (1d6–2)
Full Attack: Bite +4 melee (1d6–2)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Breath weapon
Special Qualities: Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10
Skills: —
Feats: Weapon Finesse (B)

Breath Weapon (Su): Cloud of choking dust 10 feet high, 10 feet wide, and 10 feet long, once every 1d4 rounds, damage 1d10, Reflex DC 12 half. Additionally, a victim who fails their first save must succeed on a DC 12 Fortitude save or be sickened for 1d4 rounds. The save DCs are Constitution-based.
 
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