Shade
Monster Junkie
Grab Grass
http://www.enworld.org/forum/genera...verting-original-d-d-mystara-monsters-21.html
Grab Grass
Medium Plant
Hit Dice: 1d8+4 (8 hp)
Initiative: +1
Speed: 5 ft. (1 square)
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +0/+4
Attack: Tendril +2 melee touch (grass garrote)
Full Attack: Tendril +2 melee touch (grass garrote)
Space/Reach: 5 ft./5 ft. (10 ft. w/tendrils)
Special Attacks: Grass garrote
Special Qualities: Camouflage, low-light vision, plant traits
Saves: Fort +6, Ref +1, Will +0
Abilities: Str 15, Dex 13, Con 18, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Temperate and warm plains and hills
Organization: Solitary or patch (2-12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-4 HD (Medium); 5-8 HD (Large); 9-12 HD (Huge) and see text
Level Adjustment: —
The tall grass nearby is swaying in the breeze...except you realize there is no breeze.
Grab grass is a predatory plant that resembles ordinary tall grass. Grab grass requires additional nutrients in the soil: nutrients gained from decomposing bodies. It lashes out with its grassy tendrils and chokes the life out of living creatures, improving the richness of the soil in which it currently roots.
A typical grab grass covers a 5-foot-square.
COMBAT
Grab grass lies in wait, pretending to be mundane grass until prey comes within range. It then lashes out with a tendril, seeking to choke the life from its chosen victim. Grab grass tends to cluster with others of its kind, improving the chances of survival and creating an extremely nutrient rich deathbed in which to take root. If prey becomes too sparse, or environmental conditions grow unfavorable, grab grass pulls up roots and seeks out better hunting grounds.
Camouflage (Ex): Since grab grass looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks.
Grass Garrote (Ex): If grab grass succeeds on a touch attack against an opponent, it can immediately make a grapple check as a free action without provoking an attack of opportunity. If the grass wins the grapple check, its victim must begin to hold its breath. The victim must continue to hold its breath or begin suffocating until succeeding on an opposed grapple check to escape. Additionally, an affected creature cannot speak or cast spells with verbal components (although somatic components are not restricted). Grab grass has a +2 racial bonus to grapple checks, which is reflected in the statistics above.
Advanced Grab Grasses
For each additional 5-foot-square of space, a grab gras gains an additional tendril attack.
Originally appeared in X2 – Castle Amber (1981).
http://www.enworld.org/forum/genera...verting-original-d-d-mystara-monsters-21.html
Grab Grass
Medium Plant
Hit Dice: 1d8+4 (8 hp)
Initiative: +1
Speed: 5 ft. (1 square)
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +0/+4
Attack: Tendril +2 melee touch (grass garrote)
Full Attack: Tendril +2 melee touch (grass garrote)
Space/Reach: 5 ft./5 ft. (10 ft. w/tendrils)
Special Attacks: Grass garrote
Special Qualities: Camouflage, low-light vision, plant traits
Saves: Fort +6, Ref +1, Will +0
Abilities: Str 15, Dex 13, Con 18, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Temperate and warm plains and hills
Organization: Solitary or patch (2-12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-4 HD (Medium); 5-8 HD (Large); 9-12 HD (Huge) and see text
Level Adjustment: —
The tall grass nearby is swaying in the breeze...except you realize there is no breeze.
Grab grass is a predatory plant that resembles ordinary tall grass. Grab grass requires additional nutrients in the soil: nutrients gained from decomposing bodies. It lashes out with its grassy tendrils and chokes the life out of living creatures, improving the richness of the soil in which it currently roots.
A typical grab grass covers a 5-foot-square.
COMBAT
Grab grass lies in wait, pretending to be mundane grass until prey comes within range. It then lashes out with a tendril, seeking to choke the life from its chosen victim. Grab grass tends to cluster with others of its kind, improving the chances of survival and creating an extremely nutrient rich deathbed in which to take root. If prey becomes too sparse, or environmental conditions grow unfavorable, grab grass pulls up roots and seeks out better hunting grounds.
Camouflage (Ex): Since grab grass looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks.
Grass Garrote (Ex): If grab grass succeeds on a touch attack against an opponent, it can immediately make a grapple check as a free action without provoking an attack of opportunity. If the grass wins the grapple check, its victim must begin to hold its breath. The victim must continue to hold its breath or begin suffocating until succeeding on an opposed grapple check to escape. Additionally, an affected creature cannot speak or cast spells with verbal components (although somatic components are not restricted). Grab grass has a +2 racial bonus to grapple checks, which is reflected in the statistics above.
Advanced Grab Grasses
For each additional 5-foot-square of space, a grab gras gains an additional tendril attack.
Originally appeared in X2 – Castle Amber (1981).
Last edited: