Creatures By Poll - Monster #2 Discussion

Well, let's see...

Aura of Plant growth: 5' per HD sounds good to me.

Rootlets: minimum of a mile, the creature should be able to slowly warp an entire forest.

Spell-like abilities: Change Chaos Hammer to Unholy Blight since the creature is neutral evil, it makes more sense.

Drop the class abilities, but let it be able to cast spells as a druid with a level of half it's HD. (6th level druid.)

Summoning: Let it only be able to summon plant creatures, similarly as a summon natures alley IX spell, but only plant creatures that have half or lesser HD than the outsider. And only one plant creature each round. Additionally, it should not be able to summon more creatures that it has HD. (For example, a 12HD outsider can summon 12 Phantom Fungi, 12 Twig Blights, or 12 of any combination of 6HD or less plant creatures, whereas an 16HD advanced 'outsider' could summon no less than 16 Shambling Mounds... :D). This power in other words, scale with the creature...

Death throes: Change the germination period to a month or as little as a week after death... :D

Later,
 

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BOZ said:
Advancement: 13-24 HD (Large); 13-18 HD (Huge)
Should that read 13-18 HD (Large); 19-24 HD (Huge)?


This lasts for x rounds (So if a 12th-level caster, duration is 12 rounds?), losing 1 hp per round, until it ends, he succeeds at a Heal check (DC 15) or he receives divine healing (is this a heal spell, or just any CLW variety?).
12 rounds sounds good. Maybe any Conjuration (Healing) spell of 3rd or higher level, as long as it heals hit point damage?


(It works within the same aura range as the plant growth/creation aura – that’s a given. Will it work at the same time, or is the aura’s power going to switch back and forth as the monster sees fit?)
Make it switch between the auras at will, as needed.


Spell-Like Abilities: (at will? X times per day?)
I agree with Krishnath, change Chaos Hammer to Unholy Blight. I'd say go with at will for 0/1st level spells, 3/day for 2nd/3rd level spells, and 1/day for 4th/5th level spells. (and so on...)

Regeneration
How much damage does it regenerate?

OK, I have an idea for the range of the aura of plant growth. Maybe if it increases as it ages, how about if the range is, say, 5 feet per hit die? That would make the standard creature have a range of 60 feet for its aura. Maybe its effects are most powerful within melee range?
Sounds good. :)

I’m considering dropping the Druid spellcasting and class abilities. This thing has a lot going for it already, and I’m not sure it needs them. Comments? If you’d like to keep these things, maybe you can suggest something else to drop?
Druid class abilities can go. Druid spellcasting... it would be sad to lose it. :( If Krishnath's idea can be incorporated, it would be great.


I have to say, I really do like Storminator’s Noxious growth idea.
If we can incorporate it in some way, we should do it. :)


Krishnath suggests some form of planeshifting power – sounds reasonable to me.
To me too. :)


Summoning – if the monster doesn’t create its own minions from the corpses of its victims, this might be very valuable. (shambling mounds, myconids, evil treants, etc). MissHappen suggests a heavy limit on this, maybe usable once per day.
Not sure if we really need it, but if we go for it, we may want to use Krishnath's version.


Looks like we’re merging the pustules, spores, thornball and death throes idea all into one thing.
OK.


I like the genetic memory and the flower ideas from Krishnath’s description, but I agree that the year germination is a bit long for gameplay.
A month, maybe?


As to Undead Pete’s idea of making a template out of this one – well, we’re kind of going along full steam with our baby as a regular creature, kinda late to switch gears like that now. But, the idea does have merit. Perhaps, when we’re done, we can take the time to rework it as a template and see what we get.
I don't think this should be made in a template, but that might be just me. :)

As always, this is IMHO. :)
 


that range i had before was the result of incorrectly typing over the information in the riptide horror's statblock - i noticed this last nite as i was posting named monster to blacksway's site. :)

well folks, good news! as of about noon today, my boss left on a 1 1/2 week vacation! so i can actually get some, eh, "real" work done at work. :D that is to say, the stuff that's truly important. :)
 

as promised, i did manage to get some work done. please read, and comment! :)

COMBAT
Around this creature’s true body as well as any other form it may inhabit, it constantly projects a powerful magical aura with a 5 foot radius per Hit Die it has. Within this aura, three different effects may take place: plant growth, noxious growths, and decomposition. The aura may switch between plant growth and decomposition at will, but may only cause one of these effects in any given round. The noxious growths are created at all times, regardless.
Aura of Plant Growth (Su): (whoops, forgot to write anything for this!)
Spells: casts divine spells as a 6th-level druid.
Decomposition (Su): This effect causes wounds taken within the area of the creature’s aura to fester and decompose, causing 1 hp per round for a total duration of 12 rounds. Effected characters lose 1 hp per round, until the effect ends, a Heal check is applied to the character (DC 15), or he receives divine healing from a 3rd-level or higher spell. The monster usually only uses this power as a last-resort, activated when the thing is wounded.
Incorporeal (Su): At will, the creature is able to separate its spirit from whatever body it is inhabiting, but this is a full round action. It must be in its incorporeal form to remerge with its true body. In this form, it make take no action other than movement at its normal rate, or attempting to enter a plant lifeform.
Possession (Su): The creature is able to possess and take over the bodies of ambulatory plant creatures by moving its incorporeal form into them. The victim must succeed at a Will save (DC 19) to prevent this from happening. While inside another plant lifeform, it has access to all of its powers and abilities, as well as those of its chosen form. Plants that do not move on their own receive no saving throw against this power.
Spell-Like Abilities: 3/day - contagion (slimy doom), soften earth and stone, spike growth, warp wood; 1/day - antilife shell, command plants, commune with nature, disintegrate, harm, unholy blight. These abilities are as the spells cast by a 12th-level sorcerer. (I couldn’t find a reference to blight or decay (rusting) touch, is there something else we can substitute or can you point it out to me?)
Summon Plant Creatures (Sp): Once per day, the creature has the ability to summon plant-based creatures, similar to summon nature’s ally IX. Summoned creatures cannot have more than half the Hit Dice of the planty-guy monster and must be of evil or neutral alignment.
Death Throes (Ex): This monster only reproduces when it dies, though it can end its own life to reproduce, if it so chooses. When it dies, the pustules covering its body will burst in a 60 foot radius (fiery death, disintegration, and total destruction of the creature’s true body will prevent this effect from happening). The thorns that shoot out will cause 1d3 points of piercing damage, sticking into all creatures that fail a Reflex save (DC 17). All breathing creatures hit by the thorns must roll a Fort save (DC 20) or inhale the spores as they detach from the thorns. Infected creatures will lose 1 point of Constitution per day, dying when it reaches 0. One month after death, a flower blooms from the body, from which emerges an immature version of the monster.
Larvae automatically implant themselves into plant creatures (no saving throw) as well as fresh corpses. The memories of the victims (including ones who were already dead) are retained by this new creature. Once the spores are a creature’s system, this process of forming a new monster can only be stopped by a miracle or wish spell, although remove curse or remove disease will stop the loss of Constitution in a living victim.
Plant Qualities (Ex): Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Rootlets (Su): The creature’s true body has the ability to extend the influence of its powers using a series of invisible, incorporeal root-like organs. When the creature is at rest, or inhabiting another body, its true body takes roots and extends the range of its magical aura at a rate of one mile per hour, to a maximum range of 10 miles. When the creature moves its true body again, the rootlets retract instantly.
Regeneration (Ex): Cold, and holy or blessed weapons and items deal normal damage to this creature. (heals 5 hp per round?)
Cold Vulnerability (Ex): Cold and frost cause this creature’s physical body to wither and die. In addition to causing normal damage, all cold attacks deal an equal amount of subdual damage to the creature. Also, whenever this creature fails its saving throw against cold attacks, it becomes dormant for 1d4 rounds.



As far as its planeshifting power goes, what’s the best spell or effect to emulate?


I'm going to post something about Stormintor's ideas, but i'll need more time to work on it.

For now, just comment on this stuff so's I can get it down. ;)


P.S., one thing - if you think this thing's getting too powerful - just remember, a pit fiend only starts out with 13HD. :)
 

Where's the noxious growth ability?

And the planeshift should copy either the genies or the Xill, but granting the creature the ability to enter any inner, outer or transitive plane. (Note: the plane of shadow is the only transitive plane that connects with ALL planes.)

Other than thatm looks good, but change the druid levels to half-HD. (This creature casts spells as a druid of a level equal to half it's HD, rounded down.) this makes it a little more challenging when advanced.

Just a thought.

Later,
 
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Krishnath said:
And the planeshift should copy either the genies or the Xill, but granting the creature the ability to enter any inner, outer or transitive plane.

Sounds appropriate for me.

Other than thatm looks good, but change the druid levels to half-HD. (This creature casts spells as a druid of a level equal to half it's HD, rounded down.) this makes it a little more challenging when advanced.
I'm opposed to that. No official WotC creature that has spellcaster levels does that, to the best of my knowledge. (Dragon sort of do it, but only sort of)
Yes, it would make them more challenging, to a point where the usual rule of thumb that tripling HD adds +4 to challenge rating. (Not that it works to begin with :rolleyes: )

More comments later!
 




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