Creatures I submitted for Tome of Horrors II


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because, unfortunately, you are. :(

and i didn't really get any more time for conversions and such... BTW kill bill rocked. ;)
 

Hey there. I wasn't part of the original creation team, but perhaps you could use a "fresh pair of eyes".

First off, let me say, that is a cool creature.

The first thing I noticed looking at the critter was that it appears to have three names: hellseed, vermorte, and druidaemon. You might want to lose one of 'em, as its a bit confusing.

For its environment, it says that it hails from a plane of wood. Why not use the Elemental Plane of Wood (from MOTP) or one of the alternate planes from the Tome 2?

For damage reduction, I like /slashing or good, or even /slashing and cold iron.
 

Shade said:
Hey there. I wasn't part of the original creation team, but perhaps you could use a "fresh pair of eyes".
Always, that's what the thread is for. :)

Shade said:
The first thing I noticed looking at the critter was that it appears to have three names: hellseed, vermorte, and druidaemon.
Well, the official name is hellseed, vermorte I believe came from Gez. Druidaemon is mostly a joke-name (You''l notice that it is really only used in the subtitle) born from the fact that it is/was a neutral evil outsider with druid powers. Depite my attachment for that name, I guess it is the one we can drop easiest. :)

Shade said:
For its environment, it says that it hails from a plane of wood. Why not use the Elemental Plane of Wood (from MOTP) or one of the alternate planes from the Tome 2?
If we want to keep it OGL-compliant, we cannot use the Plane of Wood as is (though the concept is generic enough to use it), and none of the ToH2 planes seem quite fitting.

Shade said:
For damage reduction, I like /slashing or good, or even /slashing and cold iron.
Sounds good. :)
 

It wasn’t so much a “team” as “whoever happens along can participate,” so you’re just as welcome now as you would have been then – like most of the threads I start here! ;)

I don’t think having more than one name is a bad thing, but we can cut down to referring to it by only two. the other would be strictly flavor text.

I have to agree with knight otu on the Plane of Wood thing – remember, this one is for publication so we need strict 100% OGL-compliance. :D

Good call on the DR though, I’ll go with slashing and good.

Some comments on Knight’s earlier posts:

If I didn’t say so already, I like your Plane Shift rewrite.

For the Aura, I was thinking of simply mixing plant growth with animate plants and charm monster, to make something like this:

Aura of Noxious Growths (Su): This power is constantly active and causes all normal plant life within a 60-foot radius to become overgrown, as the plant growth spell. It also affects plants in the same area as the animate plants spell. This power is fiendish in nature, and causes plants to pulsate and warp, and become hostile to most creatures.

This power also causes new noxious plants to sprout whole from the ground. At the hellseed’s will, this can cause one of three separate effects per round. The hellseed can grow 1d4 assassin vines; it can grow a patch of disease carrying toadstools that will affect nearby creatures as the contagion spell; or it can grow 1d4 flowering plants that spit poison as a range touch attack that deals 1d4 initial and secondary Intelligence damage. These growths can occur in any space within the aura’s area, and last as long as the hellseed remains in the area.

This power also has the ability to twist the nature of animals, fey, magical beasts, and plant creatures. Such creatures in the remain in the aura’s area of effect must succeed at a Will save (DC 19) or become evil and malignant. Such creatures temporarily gain the Fiendish Creature template, and will remain under the control of the hellseed as if affected by a charm monster spell. A creature that succeeds at its saving throw is immune to this effect for 24 hours. The save DC is Charisma-based.

I’m still not sure I’m completely satisfied with that, but it’s a heck of a lot closer to where I’d like it to be.

As for the rootlets:
Rootlets (Su): When a hellseed is at rest, it has the ability to extend the influence of its powers using a series of invisible, root-like organs. At will, a hellseed’s body takes root and extends the range of its aura of noxious growths at a rate of one mile per hour, to a maximum range of 10 miles. When the hellseed moves again, the rootlets fall off and their effect ends instantly.
 

Two names are fine...it's not like there isn't precedent (mind flayer/illithid jumps to mind). Relegating the other to a line of flavor text, like "some sages refer to them as druidaemons" or such should work just fine.

Good call both of you on Plane of Wood and OGL. I suppose you could just list environment as "Any evil-aligned plane".
Are you keeping the druidic spellcasting? If so, you'll need a typical spells prepared list. ;)
 

BOZ said:
For the Aura, I was thinking of simply mixing plant growth with animate plants and charm monster, to make something like this: ...
Yes, I think that sounds better than my attempt, especially as it will be easier to use than mine and the previous version.

BOZ said:
Rootlets (Su): ...When the hellseed moves again, the rootlets fall off and their effect ends instantly.
Agreeing again. "Retracting instantly" doesn't work that well when talking about distances measured in miles. :o
 

OK, looking a lot better to me now! the other powers it still has are as the following. Should we keep all of these, and if so what changes would be necessary?

I’m aware that a spell list would be a good idea should we keep the druid spellcasting. Also, that the cold vulnerability should be rewritten.

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.

Decomposition (Su): This effect causes wounds taken within the area of the hellseed’s aura to fester and decompose, causing 1 hp per round for a total duration of 12 rounds. Affected 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.

Spells: The hellseed casts divine spells as a 6th-level druid.

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, freezing, and total destruction of the hellseed’s true body will prevent this effect from happening). A nasty, fetid spore cloud belches out from the various orifices in the body created by the bursting pustules, as the thorns shoot outward. The thorns imbed in the flesh of the living and dead, 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. This new hellseed retains the memories of the victim (including ones who were already dead). Once the spores are in 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.

Plane Shift (Sp): A hellseed can enter any of the transitive planes, its home plane, or the Material plane. This ability transports the hellseed and up to six other creatures, provided they all link hands with the hellseed. It is otherwise similar to the spell of the same name.

Rootlets (Su): When a hellseed is at rest, it has the ability to extend the influence of its powers using a series of invisible, root-like organs. At will, a hellseed’s body takes root and extends the range of its aura of noxious growths at a rate of one mile per hour, to a maximum range of 10 miles. When the hellseed moves again, the rootlets fall off and their effect ends instantly.

Regeneration (Ex): Cold, and holy or blessed weapons and items deal normal damage to a hellseed.

Cold Vulnerability (Ex): Cold and frost cause the hellseed’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 hellseed. Also, whenever this creature fails its saving throw against cold attacks, it becomes dormant for 1d4 rounds.
 

The Decomposition ability seems like Con damage would make more sense than the equivalent of old-school wounding.

A more 3.5-like way of expressing "Cold, and holy or blessed weapons and items deal normal damage to a hellseed" is:

Regeneration (Ex): Good-aligned weapons, spells or effects with the good descriptor, and cold deal normal damage to a hellseed. A hellseed that loses part of its body mass can regrow it in 1d6 minutes. Holding the severed portion against the mass enables it to reattach instantly.
 

BOZ said:
I’m aware that a spell list would be a good idea should we keep the druid spellcasting.
I'm for keeping the spellcasting ability.

BOZ said:
Also, that the cold vulnerability should be rewritten.
As I've said before, we might want to turn it into the standard vulnerability.

The death throes ability might be rewritten, too. Drop one of the ways for infection, for one thing. How about this:

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 (death by cold and fire damage, and total destruction of the hellseed’s body will prevent this). A nasty, fetid spore cloud belches out from the various orifices in the body created by the bursting pustules. All breathing creatures hit by the thorns must roll a Fort save (DC 20) or inhale the spores. 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. This new hellseed retains the memories of the victim (including ones who were already dead). Once the spores are in 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. The save DC is Constitution-based.

Finally, we should also revise the description to comform to the altered abilities a bit (for example, drop the references to the "true" body, as it can no longer possess other creatures).
 

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