Creatures By Poll - Monster #2 Discussion

BOZ

Creature Cataloguer
Perhaps this discussion will be more relevant after the last poll finishes (it's neck-and neck!), but feel free to discuss some relevants points that I've gleaned from the two main polls.

It was nearly unanimous that this creature should have a large range of magical properties. In addition to the powers I will list below, what sort of resistances should it have? Spell resistance, and/or resistance to other things such as fire, cold, poison, electricity? Maybe even some immunities? Krishnath, not surprisingly, wants to give it lots of spell-like abilities. :)
It also seems that you wanted a fair amount of intellect and toughness, making its Intelligence, Wisdom, Charisma, and Constitution probably somewhat or even highly above average. To go with its toughness, should we throw in a high natural armor, and maybe either damage reduction or some sort of regeneration/fast healing ability?
Mobility was seen as somewhat important, so Dexterity should be about average for its size. Perhaps it should also have a climbing and/or burrowing speed?
Physical power was not given much consideration at all, and it seems that this creature might have a low Strength score, and not be a spectacular melee combatant. But, if we do go with incorporeality as an ability for this monster, then Strength is really not necessarily even a consideration.

This creature may be something of a primal force. So, though not very strong, it can take a lot of punishment... if you are actually able to get close enough to harm it. It may not be very mobile, but it is powerful enough to take its time with its foes. Its strong mind allows it to see all the possibilities around it.


Now as for the creature’s powers... nearly everyone was outspoken regarding the fact that this creature should have magical powers. What do you see for it, the ability to function as a spellcaster, or just a series of spell-like abilities, or maybe just a number of special supernatural powers, or a combination of these things? An aura of plant growth was a popular idea. Storminator suggested spontaneous plant creation, as well as vines that grow to cause an entangle effect, or function as a briar web. Tonguez suggests a hail of thorns at will. The Jester likes the idea of an aura of disease which could inflict animal life forms with slimy doom or some sort of fungal disease. Darraketh suggested that the plants affected by this creature would become ambulatory, poisonous, and aggressive (like the creature itself) or simply providing a thorny barrier if need be, similar to a wall of thorns.

Poison was also a popular choice, and I think we should handle this much differently than we did for monster #1. Knight Otu suggested Constitution damage. Krishnath thinks we should add poison to barbed vines on the creature’s body, which will cause Intelligence damage. Storminator "originally envisioned something like poisoned flowers (that) bloom as a free action, then any movement within the plants triggers poison attacks."

Other runners-up for powers include a breath weapon, the ability to summon other monsters, and the ability to cause fear or frightful presence. Ferret liked the idea of poison as a breath weapon, adding that "two poisons are better than one." MissHappen likes the idea of a breath weapon having something to do with spores, which could put growths on non-plant things.

Incorporeality, apparently, was well-defended by a vocal minority, as it did not fare well on the poll. Tonguez, who champions the cause of this meanie being incorporeal, sees this monster as a sentient aura of Plant Growth, that causes its poison fungus, thorny vines and giant spikes to grow all around and through it.

From the start, this thing was said to have Druid powers. How exactly should this work?

The whole "pustule" idea was rampant, probably as a hold-over from one of the creatures that did not win the poll. As an alterative to incorporeality, Tonguez thinks it could have tiny pustules that bore into trees and works its magic through them, from within the bark.

MissHappen promoted the idea that this monster could be a parasite that hitches a ride on other plants and plant-based creatures. Thus its aura of plant growth may also affect the host plant as well, giving it the attack forms it usually uses (like the barbed vines, toxin-cloud toadstools, etc.)

Undead Pete chimed in with a ranged attack consisting of thorns, with a fireball-like area of effect. MissHappen countered with the notion of barbs that combine with an entangle attack, also suggesting that Pete’s idea might work by exploding the plants the creature has corrupted.

Tonguez gave us the idea that the spore attack transforms animal lifeforms that it kills into fungoid minions, which MissHappen proposed could be something like a corrupted version of Myconids.

Agree, disagree, compare, elaborate, and discuss the aspects of this creature that are most important to you. :)
 

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The spore breath could create zombies like the Yellow Musk Zombie from the FF, which was the result of an attack by a Yellow Musk Creeper.

Perhaps this is a humanoid creature that has a symbiotic relationship with one or more deadly plants that live on and or in its body. And the breath weapon is a benefit of this relationship.

To refine my earlier suggestion, the creature has a sphere of influence in which a deadly poisonous group of mushrooms instantly or quite rapidly sprout then wither and die as the aurora fades. But it is not just mushrooms, its thorny briars, strangle weeds, giant man-eating flytraps and any other deadly plant there is all spontaneously sprouting, growing to their full size then withering and dying as though you were watching time-lapsed photography.

All of this happens with little thought from the creature until it is threatened at which time it will assess the situation and bring forth whichever deadly plant it thinks will provide it the most advantageous defense.

Now if you defeat the strangleweed and hack through the briars and mange to avoid the exploding puffballs or the slippery footing provided by the slimy algae you must still avoid the breath of spores while trying to bring down an extremely tough creature. It's like trying to chop down a tree that can muster up a breath weapon several times in the process.

It can't run and it's too weak and doesn't have the dexterity to grapple you. It moves very slow but all the while you are hacking at it, it is still summoning thorny ambulatory vines, giant puffballs, shrieking fungus and whatever else it can in a mad attempt to defend itself.

Just a few thoughts.:D
 

Well, I'm partial to the corrupt parasite idea. Maybe it could have an ability sort of like a plant lich - after destroying its host plant, it skitters to the nearest plant and possesses it, giving any attackers only a round or two to strike at its true body.
 

Compost Liche

There's some good ideas floating around on this thing. I agree with the image that it isn't very quick, necessarily, but the idea of it transferring to another host should be a possible problem. Imagine the fun of the characters whomping a Tendriculous or something, thinking it had 'special powers', and then find out later that the region is still suffering from vegetable weirdness.... this time from a mobile oak tree.
I like the constant generation of growth, and I like the idea that it can control that growth if it wants to, as far as types, etc.
I also really like the Yellow Musk Zombie idea... that plant was always a favorite of mine. But I think the pawns should only be created from -dead- things.
Mobility? Give it a burrow rating, and a climb rating. Decent burrow, moderate climb, but overall not very mobile... just hard to see, and small.
I do think it should be very tough. Fibrous composition and all that... hard to kill through physical damage.
As far as abilities are concerned, I'd vote for a bundle of supernatural abilities (such as the rampant foul ready-gro effect), and a small collection of spell-like abilities. Either way, this thing sounds as if it is fairly potent. Disease, poison, corruption and the like should be themes for this thing... I see it as definitely focussing on keep-aways, incapacitations, hindrances, etc. so it can take its time and distance dealing with intruders. Up close, it relies on the nasty breath weapon, but it prefers to never have to use it.

-MsM
 

Incorporeal would prolly have rated higher on the poll if it had been there at the start. I voted for mobility meaning incorporeality.

I like the sentient aura of vegetative corruption idea, with the corruption being the pustules that everyone digs so much. The breath weapon could cause a disease that would be the yellow musk-like infection; the thing's touch could be poisonous.

I'd also argue for an unnatural aura that repels animals. For its magical abilities, I'd say it should have plant qualities (all of 'em), as well as the ability to cause a briar web to grow at will. Plus a suite of druid/evil cleric based powers- stuff like wall of thorns, blight, unholy/chaos hammer, warp wood, decay (rusting) touch, etc. Maybe even give it disintigrate 1/day.
 

Ok...

Here are my ideas. I apologize if they duplicate any that have been posted already....if they do, just count that as an emphasis on the previous suggestion.

  • Spell-like Abilities - should all be chosen from Druid spells or the Plant Domain, unless obviously appropriate. Some suggestions are listed below.
  • Natural Armor - Hells Yeah....that goes without saying. +10 at the very least....maybe +20
  • Damage Reduction - Ditto.... at least 10/+2
  • Mobility - IMHO, not really necessary. I agree with MissHappen on the Burrow/Climb idea.
  • Variation on the Yellow Musk Zombie/Spore Cloud idea - How about this?: The creature will constantly emit a Miasma-like effect (pg. 91 - Masters of the Wild) of spores. All creatures that are killed by this rise as YMZ's under the creature's control.
  • Decomposition - All opponents within its "aura" range are subject to the constant effect of this spell of the same name (pg. 87, MoW).
  • Command Plants - Goes without saying...
  • Entangle - Yes, but possibly with a larger radius.....maybe as an Empowered spell (that would give it a 60' radius).
  • Warp Wood - Because that would be cool... Elven Archers? Oh darn it all....your bows all look like springs now. :D
  • Commune With Nature - I'd say this creature has connections, wouldn't you??
  • Elemental Resistance - Why not? I'd say 20 points all around.
  • Poison - Pustules filled with poison ;) They burst as it takes damage and as it uses its Slam Attack.
  • Druidic Abilities - Definitely Woodland Stride, Nature sense, Resist Nature's Lure, Venom Immunity. A Thousand Faces may or may not be appropriate. I don't think Trackless Step makes sense since it leaves a swathe of vegetative corruption wherever it roams.


I haven't even looked at the ELH yet :D
 
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OK, let's try this again...

In addition to the powers I will list below, what sort of resistances should it have? Spell resistance, and/or resistance to other things such as fire, cold, poison, electricity? Maybe even some immunities?
I'm for poison and disease immunity, as well as some elemental resistance, maybe electricity...

Krishnath, not surprisingly, wants to give it lots of spell-like abilities.
And, surprisingly, I agree with him :D.

To go with its toughness, should we throw in a high natural armor, and maybe either damage reduction or some sort of regeneration/fast healing ability?
Fast Healing fits well with it's Growth Theme, as does natural armor. DR could fit as well, but mostly because it is an outsider.

What do you see for it, the ability to function as a spellcaster, or just a series of spell-like abilities, or maybe just a number of special supernatural powers, or a combination of these things?
Certainly a large number of spell-like abilities, and I would also vote for caster levels in Druid.
A few supernatural abilities should propably added, foremost an Aura of Plant Growth/Corruption/Disease/whatelsewecanfind....

For the poison, I'd still vote for Con damage, but the Int damage is also growing on me (not the way you think!)

Breath Weapon and Monster Summoning don't seem that fitting for a creature that basically already has it's environment as an ally and area weapon, but a fear effect might be appropriate.

Incorporeality, apparently, was well-defended by a vocal minority, as it did not fare well on the poll.
Sniff. :(

From the start, this thing was said to have Druid powers. How exactly should this work?
See above ;)

If we don't go incorporeal with that monster, parasitic might be appropriate.

Can't say that I'm a fan of the Thornball idea.

As for the corruption of animals/humanoids, I don't think it fits the creature concept, which closely revolves around the control and corruption of plants, not turning other creatures into plants.

All IMHO, of course. :)
 
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Knight Otu said:
Can't say that I'm a fan of the Thornball idea.


Hey! What if the Thornball happens when it dies? Finally kill it and it explodes into a bunch of thorns. Those that miss their saves need to make another save or the imbedded thorns start to grow into a NEW monster #2...

PS
 

Prototype #1

Large Outsider (Evil)
Hit Dice: 12d8+48 (102 hp)
Initiative: +1 (Dex)
Speed: 10 ft
AC: 15 (-1 size, +1 Dex, +15 natural)
Attacks: +9 BAB
Damage:
Face/Reach: 5 ft by 10 ft/5 ft
Special Attacks:
Special Qualities: Plant qualities
Saves: Fort +12, Ref +9, Will +13
Abilities: Str 7, Dex 13, Con 19, Int 18, Wis 20, Cha 17
Skills: 144
Feats: 4

Climate/Terrain:
Organization: Solitary
Challenge Rating:
Treasure:
Alignment: Always neutral evil
Advancement: 13-24 HD (Large); 13-18 HD (Huge)

OK, the "description poll" seems to tell us that the parasite and incorporeal aura designs are about equally as popular. (as expected!) Is there any way we can combine these two ideas and still make it work? Personally, I’m partial towards making it a parasitic creature, with the ability to go incorporeal for perhaps a few hours per day. In its true form, it would be a Large-size (though if condensed, its form might be Small) tangle of thorny vines or creepers or something.

Anyone for Spell Resistance? Undead Pete suggests Elemental Resistance of 20 (Fire, Cold, Electricity...?) How does that sound? I also like the Jester’s idea of giving it Plant qualities (I actually thought of doing that myself), so that’s in there (immune to mind-influencing, poison, sleep, paralysis, stunning, polymorphing, critical hits). I can’t see giving it more immunities than that. Maybe immune to disease, but only if it has disease powers.
I gave it +15 for natural armor. Higher/lower/just right? Undead Pete says Damage Reduction 10/+2, what say you all? (sounds good to me.) Knight Otu likes Fast Healing, sound good?
I thought to give it 10 ft as a speed, as that isn’t too fast. MissHappen says we should add burrowing and climbing speeds, maybe 30 and 20 respectively? (Did I make the Dex too high?)
It’s getting its aura of plant growth, no two ways about it. What range should this aura have? Undead Pete suggests a decomposition power with the same range, but I can’t see how both could be constantly active at the same time, unless this one just affects animals. I think it should also have a special version of entangle, as suggested by a few people. Also, the briar web definitely has its possibilities.
Ideas for spell-like abilities: (the Jester) – wall of thorns, blight, unholy/chaos hammer, warp wood, decay (rusting) touch, disintegrate | (Undead Pete) – command plants, warp wood, commune with nature
Does it need Druid spellcaster levels? If so, how high? Are its spell-like abilities enough, or can we afford to kick it into a higher gear? How about other druid class powers, such as Nature Sense, Woodland Stride, and Resist Nature’s Lure, as Undead Pete suggests?
Poison – how will this be administered? Ferret’s poison breath would work, but not if we have the spore cloud breath. Maybe through a scratch from the monster’s barbs? Con damage or Int damage? Maybe the poison should work in conjunction with the plant growth, making all affected plants poisonous?

OK, keep them or drop them:
Breath weapon – so are we combining this with the spore attack? If so, would the spores affect living or dead creatures and make them plants or undead, or would it just affect and transform plant creatures?
Summoning – we don’t really need it if the monster makes its own minions (but if it doesn’t, this might be very valuable)
Fear? Unnatural aura, like that possessed by wraiths? (the Jester’s idea)
Pustules – how will this work? Do we still need it if we have the spore breath going on? Is it going to stay like the original idea, creating the offspring of the creature?
Anyone like the "thornball as death throes" idea? Otherwise, I just can’t see keeping it.
Disease? Corruption?

Discuss. :)
 

Re: Prototype #1

BOZ said:
OK, the "description poll" seems to tell us that the parasite and incorporeal aura designs are about equally as popular. (as expected!) Is there any way we can combine these two ideas and still make it work? Personally, I’m partial towards making it a parasitic creature, with the ability to go incorporeal for perhaps a few hours per day. In its true form, it would be a Large-size (though if condensed, its form might be Small) tangle of thorny vines or creepers or something.

Okay I got to thinking about this and got the idea of a tiny parasitic creature that bores into plants (or plant creatures) during its larval stage. It then grows but the twist is that its body is incorporeal, the only solid part is this parasitic larva that remains hidden within the host body (like a Liches Phylactery thingy). Now you can destroy the incorporeal body but it always comes back unless you destroy the host body and the parasite phylactery inside it!

Spell Resistance? Undead Pete suggests Elemental Resistance of 20 (Fire, Cold, Electricity...?) How does that sound? I also like the Jester’s idea of giving it Plant qualities (I actually thought of doing that myself), so that’s in there (immune to mind-influencing, poison, sleep, paralysis, stunning, polymorphing, critical hits). I can’t see giving it more immunities than that. Maybe immune to disease, but only if it has disease powers.

Give it Disease powers and the appropriate immunity too, I think if it is incorporeal then it wont need the elemental immunity and if it is corporeal then it needs to have a least a few weaknesses - I'd give it a Cold Vunerability explained as Cold and Frost cause its body to die (and the parasite larva to hibernate) - RP idea. This is a creature of the Primodial Jungles before even the Dinosaurs, it was forced into hibernation during the Ice Age, but now has returned to restore its primodial jungle habitat!


I gave it +15 for natural armor. Higher/lower/just right? Undead Pete says Damage Reduction 10/+2, what say you all? (sounds good to me.) Knight Otu likes Fast Healing, sound good?

Actually I was thinking regeneration - you can cut it down and pull it out but it always grows back.
DR is good though but instead of 10/+2 perhaps 10/cold, fire is appropriate


I thought to give it 10 ft as a speed, as that isn’t too fast. MissHappen says we should add burrowing and climbing speeds, maybe 30 and 20 respectively? (Did I make the Dex too high?)

Sounds good to me

It’s getting its aura of plant growth, no two ways about it. What range should this aura have? Undead Pete suggests a decomposition power with the same range, but I can’t see how both could be constantly active at the same time, unless this one just affects animals

Range 1 mile:) expanding at at 20ft per hour so a thick tangled and dense jungle at the center at just new growth at the edges

. I think it should also have a special version of entangle, as suggested by a few people. Also, the briar web definitely has its possibilities.

Yes entanles a definate

Ideas for spell-like abilities: (the Jester) – wall of thorns, blight, unholy/chaos hammer, warp wood, decay (rusting) touch, disintegrate | (Undead Pete) – command plants, warp wood, commune with nature
Does it need Druid spellcaster levels? If so, how high? Are its spell-like abilities enough, or can we afford to kick it into a higher gear? How about other druid class powers, such as Nature Sense, Woodland Stride, and Resist Nature’s Lure, as Undead Pete suggests?

Can I add Antilife shell, Contagion (Slimy doom), Harm, Soften Earth, and Spike Growth

Wall of Thorns, Command Plants are must haves and the rest are good

Personally I'd make this monster a 12 level Druid (since it has 12 HD and all)

Poison – how will this be administered? Ferret’s poison breath would work, but not if we have the spore cloud breath. Maybe through a scratch from the monster’s barbs? Con damage or Int damage? Maybe the poison should work in conjunction with the plant growth, making all affected plants poisonous?

Yeah I like the idea of all plants being poisonous, and prefer the idea of scratches injecting it into the blood system. Dam - either really

OK, keep them or drop them:
Breath weapon – so are we combining this with the spore attack? If so, would the spores affect living or dead creatures and make them plants or undead, or would it just affect and transform plant creatures?

I like the idea of the Spores coming out from various orifices (adds to the gross factor:P) and I'd have the spores imbed themselves in flesh (either living or dead) and start decomposing it (like a fungus/mould on meat. With those still living it causes con damage each round until they are dead and then continues to decompose the corpse

Summoning – we don’t really need it if the monster makes its own minions (but if it doesn’t, this might be very valuable)

Shambling Mounds, Myconoids, Treants

I'd have the decomposing corpses of iots victims be 'animatable' by using animate plant of the fungus colony within


Fear? Unnatural aura, like that possessed by wraiths? (the Jester’s idea)

Don't care either way on this

Pustules – how will this work? Do we still need it if we have the spore breath going on? Is it going to stay like the original idea, creating the offspring of the creature?

Well if we go for the parasitic larva idea then obviously the pustules are its children and once 'ripe' burst forth and invade plant hosts. So yeah keep it

Anyone like the "thornball as death throes" idea? Otherwise, I just can’t see keeping it.

I like the idea of each of the pustules incubating in its host body bursting out as it dies attached to a thorn which imbeds itself in avaiable hosts (unknown to the host of course) and causes them to decompose from within

Disease? Corruption?Discuss. :)

Slimy Doom all the way...
 

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