Dreaddisease
First Post
In the clearing of the forest a large bush sits. 8 ft tall and a 10 ft radius. Its long stems seem to be catching the sun but this plant does not feed using the sun. When an unfortunate creature steps within 30 ft of the bush its stems 'react' to the intruder and throw these hooks which have a heavy duty silk attached to them, wrapping the unlucky creature. With every thread that successfully wraps the individual the chance of escape gets harder. If unable to escape the bush drags the creature back to its stems. Then with great effort the stems gather the creature up and force it to the center which happens to be a gapping maw. The first chamber of the stomach Slowly works on the creature, but quickly move it onto the second stomach which digests the nutrients and disposes of the rest out through its large root system.
The reaction to the intruder happens because the roots near the surface are "squished" by heavy creatures and the nervous system of the plant like creature then reacts by throwing the hooks. These hooks do minor damage. The second stomach of the plant like creature can only contain one medium sized creature a month. If the plant-thing captures another creature it will forcefully eject the carcass after 3 rounds. It has to eject the carcass far enough from its maw so that it doesn't accidentally hit its root system and trigger another capture.
Large Plant
HD - ? I'm thinking of 8d8+40 (76 hp)
Initiative - +2
Speed - 0
AC - 13( +3 Natural Armor)
Attacks - 18 hooks ranged +8 each, Only within 30 ft.
Damage - 1d2-2 hooks, Stomach does 1d6+2 acid damage/round
Face/Reach - 10 ft x 10 ft/30 ft.
Special Qualities - Increasing grapple, Forceful Eject, ?, Plant qualities, Cover Bonus 9/10, Tremorsense
Saves -
Abilities - Str 14, Dex 14, Con 20, Int 1, Wis 1, Cha 1
Skills - none
Climate/Terrain: Temperate and warm forest
Organization: Solitary, other
CR : 5?
Treasure: Half coins; Half goods (only metallic)
Alignment: Always neutral
Advancement: 9-12(Large); 13-20(Huge)
See above for tactics. The plant-thing may have a pack of wild animals that drive their prey into the bush so that they can feed on the ejected carcass later.
Combat
Increasing Grapple: Each silken thread that hits with a touch attack increases the grapple check for the round by 1. The base grapple check is 5
Forceful Eject: When the second stomach is full the occupant(s) of the first stomach are ejected 40 feet into the air and 40 feet from the base of the creature in a random direction. This causes normal falling damage.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Cover Bonus: Trying to attack the main creature creates problems asits stems/reeds provide 9/10ths cover. Attacking the reeds is like attacking an object with a hardness of 3 and 2 HP.
Tremorsense: The roots of the creature extend out 60 feet giving it the ability to sense any creature in contact with the ground at that range. It still will not react until creatures are within 30 ft.
This is my first attempt at a detailed creature.
The reaction to the intruder happens because the roots near the surface are "squished" by heavy creatures and the nervous system of the plant like creature then reacts by throwing the hooks. These hooks do minor damage. The second stomach of the plant like creature can only contain one medium sized creature a month. If the plant-thing captures another creature it will forcefully eject the carcass after 3 rounds. It has to eject the carcass far enough from its maw so that it doesn't accidentally hit its root system and trigger another capture.
Large Plant
HD - ? I'm thinking of 8d8+40 (76 hp)
Initiative - +2
Speed - 0
AC - 13( +3 Natural Armor)
Attacks - 18 hooks ranged +8 each, Only within 30 ft.
Damage - 1d2-2 hooks, Stomach does 1d6+2 acid damage/round
Face/Reach - 10 ft x 10 ft/30 ft.
Special Qualities - Increasing grapple, Forceful Eject, ?, Plant qualities, Cover Bonus 9/10, Tremorsense
Saves -
Abilities - Str 14, Dex 14, Con 20, Int 1, Wis 1, Cha 1
Skills - none
Climate/Terrain: Temperate and warm forest
Organization: Solitary, other
CR : 5?
Treasure: Half coins; Half goods (only metallic)
Alignment: Always neutral
Advancement: 9-12(Large); 13-20(Huge)
See above for tactics. The plant-thing may have a pack of wild animals that drive their prey into the bush so that they can feed on the ejected carcass later.
Combat
Increasing Grapple: Each silken thread that hits with a touch attack increases the grapple check for the round by 1. The base grapple check is 5
Forceful Eject: When the second stomach is full the occupant(s) of the first stomach are ejected 40 feet into the air and 40 feet from the base of the creature in a random direction. This causes normal falling damage.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Cover Bonus: Trying to attack the main creature creates problems asits stems/reeds provide 9/10ths cover. Attacking the reeds is like attacking an object with a hardness of 3 and 2 HP.
Tremorsense: The roots of the creature extend out 60 feet giving it the ability to sense any creature in contact with the ground at that range. It still will not react until creatures are within 30 ft.
This is my first attempt at a detailed creature.