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Creatures By Poll - Monster #2 Discussion
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<blockquote data-quote="BOZ" data-source="post: 415279" data-attributes="member: 1241"><p>as promised, i did manage to get some work done. please read, and comment! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>COMBAT</p><p>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.</p><p>Aura of Plant Growth (Su): (whoops, forgot to write anything for this!)</p><p>Spells: casts divine spells as a 6th-level druid.</p><p>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.</p><p>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.</p><p>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.</p><p>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?)</p><p>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.</p><p>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.</p><p>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.</p><p>Plant Qualities (Ex): Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.</p><p>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.</p><p>Regeneration (Ex): Cold, and holy or blessed weapons and items deal normal damage to this creature. (heals 5 hp per round?)</p><p>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.</p><p></p><p></p><p></p><p>As far as its planeshifting power goes, what’s the best spell or effect to emulate?</p><p></p><p></p><p>I'm going to post something about Stormintor's ideas, but i'll need more time to work on it.</p><p></p><p>For now, just comment on this stuff so's I can get it down. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>P.S., one thing - if you think this thing's getting too powerful - just remember, a pit fiend only starts out with 13HD. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="BOZ, post: 415279, member: 1241"] 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. :) [/QUOTE]
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