BOZ
Creature Cataloguer
Hi!
As you may or may not know, I submitted several monsters for the Tome of Horrors II, and only the Warden Jack and Riptide Horror made it into the final print of the book. Now, I don’t want to give up on the remaining creatures… I want to rewrite and improve them to increase their chances of seeing publication, should a Tome of Horrors III (or some other book down the line) become open for submissions.
So, help me make these things better!
Throw in some suggestions on improvements – what we can lose, add, or fix to make them more unique, and universally appealing and useful.
I want to start with the Creatures-By-Poll monster #2 – some of you were around when we worked on that one originally. You can find our original version here: http://www.blacksway.net/cc/show.php?cc_id=125
Now, I don’t normally do this, but I want to alter this creature quite a bit. For one thing, I think this monster was way too complicated – I expressed my reservations at the time, but since this was a group project I let it go. Now, I want to take more direct control over this one and mold it a bit. Several of its SA’s and SQ’s need to go or be made more simple. For one thing, I think we can combine the aura of plant growth and a more simplified version of the noxious growths into one single power. I’m not sure if I want to keep the incorporeal and possession powers. I might want to remove the summon plant creatures power also, but I’ll decide that later.
Another thing I want to do is change the creature type: in the time since we wrote this creature, the game has changed so that we now have the Extraplanar subtype to explain how non-Outsiders can come from the Outer planes. Well, I want to make the Hellseed a Plant (Extraplanar). I think that makes a whole lot more sense than to try to call it a plant-like Outsider. See for yourself; here is an altered stat block for 3.5:
Hellseed
Large Plant (Extraplanar)
Hit Dice: 12d8+48 (102 hp)
Initiative: +5
Speed: 10 ft (2 squares), burrow 30 ft, climb 20 ft
Armor Class: 25 (-1 size, +1 Dex, +15 natural), touch 10, flat-footed 24
Base Attack/Grapple: +9/+11
Attack: Slam +6 melee (1d6-2)
Full Attack: 2 slams +6 melee (1d6-2)
Space/Reach: 5 ft/10 ft
Special Attacks: Aura of plant growth, spell-like abilities, noxious growths, decomposition, incorporeal, possession, spells, summon plant creatures, death throes
Special Qualities: plant traits, plane shift, rootlets, regeneration 5, spell resistance 19, fire resistance 20, damage reduction 10/slashing and (magic or good), immune to disease, cold vulnerability, low-light vision
Saves: Fort +12, Ref +5, Will +9
Abilities: Str 7, Dex 13, Con 19, Int 18, Wis 20, Cha 17
Skills: Climb +11, Concentration +17, Hide +14, Intimidate +16, Knowledge (nature) +17, Knowledge (the planes) +17, Listen +20, Move Silently +14, Spellcraft +17, Spot +20, Survival +19 (90 ranks total)
Feats: Alertness, Combat Casting, Improved Initiative, Spell Penetration (plus 1 more)
Environment: Any evil Outer plane?
Organization: Solitary
Challenge Rating: X
Treasure: None
Alignment: Always neutral evil
Advancement: 13-24 HD (Large); 25-36 HD (Huge)
Level Adjustment: ---

So, help me make these things better!

I want to start with the Creatures-By-Poll monster #2 – some of you were around when we worked on that one originally. You can find our original version here: http://www.blacksway.net/cc/show.php?cc_id=125
Now, I don’t normally do this, but I want to alter this creature quite a bit. For one thing, I think this monster was way too complicated – I expressed my reservations at the time, but since this was a group project I let it go. Now, I want to take more direct control over this one and mold it a bit. Several of its SA’s and SQ’s need to go or be made more simple. For one thing, I think we can combine the aura of plant growth and a more simplified version of the noxious growths into one single power. I’m not sure if I want to keep the incorporeal and possession powers. I might want to remove the summon plant creatures power also, but I’ll decide that later.
Another thing I want to do is change the creature type: in the time since we wrote this creature, the game has changed so that we now have the Extraplanar subtype to explain how non-Outsiders can come from the Outer planes. Well, I want to make the Hellseed a Plant (Extraplanar). I think that makes a whole lot more sense than to try to call it a plant-like Outsider. See for yourself; here is an altered stat block for 3.5:
Hellseed
Large Plant (Extraplanar)
Hit Dice: 12d8+48 (102 hp)
Initiative: +5
Speed: 10 ft (2 squares), burrow 30 ft, climb 20 ft
Armor Class: 25 (-1 size, +1 Dex, +15 natural), touch 10, flat-footed 24
Base Attack/Grapple: +9/+11
Attack: Slam +6 melee (1d6-2)
Full Attack: 2 slams +6 melee (1d6-2)
Space/Reach: 5 ft/10 ft
Special Attacks: Aura of plant growth, spell-like abilities, noxious growths, decomposition, incorporeal, possession, spells, summon plant creatures, death throes
Special Qualities: plant traits, plane shift, rootlets, regeneration 5, spell resistance 19, fire resistance 20, damage reduction 10/slashing and (magic or good), immune to disease, cold vulnerability, low-light vision
Saves: Fort +12, Ref +5, Will +9
Abilities: Str 7, Dex 13, Con 19, Int 18, Wis 20, Cha 17
Skills: Climb +11, Concentration +17, Hide +14, Intimidate +16, Knowledge (nature) +17, Knowledge (the planes) +17, Listen +20, Move Silently +14, Spellcraft +17, Spot +20, Survival +19 (90 ranks total)
Feats: Alertness, Combat Casting, Improved Initiative, Spell Penetration (plus 1 more)
Environment: Any evil Outer plane?
Organization: Solitary
Challenge Rating: X
Treasure: None
Alignment: Always neutral evil
Advancement: 13-24 HD (Large); 25-36 HD (Huge)
Level Adjustment: ---