Creatures I submitted for Tome of Horrors II

how's this for a spell list? :)

Typical Druid Spells Prepared (5/5/4/3; save DC 15 + spell level): 0 – create water, detect magic, detect poison, know direction, resistance; 1st – charm animal, detect animals or plants, entangle, longstrider, pass without trace; 2nd – barkskin, owl’s wisdom, spider climb, tree shape; 3rd – cure moderate wounds, diminish plants, protection from energy.
 

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OK, check it out! :)

got a suggestion for CR?

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 noxious growths, death throes, decomposition, spell-like abilities, spells
Special Qualities: Damage reduction 10/slashing and good, fire resistance 20, immune to disease, low-light vision, plane shift, plant traits, regeneration 5, rootlets, spell resistance 19, vulnerability to cold
Saves: Fort +12, Ref +5, Will +9
Abilities: Str 7, Dex 13, Con 19, Int 18, Wis 20, Cha 17
Skills: Climb +6, Concentration +13, Hide +7, Intimidate +12, Knowledge (nature) +14, Knowledge (the planes) +12, Listen +15, Move Silently +11, Spellcraft +12, Spot +15, Survival +13 (+15 aboveground, +15 on other planes)
Feats: Alertness, Combat Casting, Improved Initiative, Spell Penetration, Stealthy

Environment: Any evil-aligned plane
Organization: Solitary
Challenge Rating: X
Treasure: None
Alignment: Always neutral evil
Advancement: 13-24 HD (Large); 25-36 HD (Huge)
Level Adjustment: ---

This creature is roughly humanoid in shape and size, and its body is covered in what looks like thick bark from a tree. Its body is covered with innumerable pustules, which look almost ready to burst. Its stench is foul, and smells of wood rot.

The powerful hellseed is a fearsome loner that wanders the planes, heedless of the destruction it may cause. This primal force of nature moves slowly throughout the worlds, watching the universe flow past it. The hellseed has an irrational hatred of all ambulatory animal life, feeling that all life that moves on its own must die. This monster, sometimes called the vermorte, or in certain vernacular, the druidaemon, hails from a plane of wood where it is surrounded by unwholesome flora. Everywhere it goes, flowers bloom, vines thrive, and toadstools sprout – poisonous flowers, throttling vines, and deadly toadstools that is – on even the smallest barren patches of earth. On its home plane, this creature fills an ecological void similar to that of the genies on their various elemental planes.

The hellseed is composed of a tightly wound network of fibers that resemble withered mandrake root. Its rotting body, made of brown plant material covered in a thick bark, constantly grows and reshapes itself over old wounds. Most living creatures are repelled by the sight and smell of this creature instantly. Though a hellseed is weak, it is extremely tough and can take a lot of punishment, to those can get close enough to find out. The hellseed is methodical and relentless, though perhaps a little slow. It prefers to move at a leisurely pace, and is more than powerful enough to take its time with its foes.

Everywhere the hellseed ventures it remains surrounded by twisted, dark and deadly plants that spout, grow, wither and die with its passing - some in the space of a moment. To enter the sphere of influence of this monster and pass among these abominations is extremely unsettling and potentially dangerous due to the often poisonous and aggressive nature of these frightful creations. This magical circle of ever changing and rapidly mutating plant life is the creature’s primary defense. Much of the resulting life is ambulatory, poisonous, and aggressive or simply provides a thorny barrier if need be. The great majority of the time these plants pop up randomly, brought into being through the subconscious desire of the hellseed. Its strong mind allows it to see all the possibilities around it, and when confronted it can choose which plants will sprout and defend it.

The vermorte comes into being in a larval stage, which resembles a tiny little brown acorn with stubby limbs, which develops in a host-body. It springs forth when mature, though most meet their end quickly without reaching the powerful adult stage. As the larva grows, it assumes a skin of bark, and grows larger and larger, and becomes covered in the pustules that contain spores for reproduction.

A hellseed is about (10?) feet tall, and weighs about (400?) pounds.

A hellseed can speak (Common, Undercommon, Abyssal, Infernal? None of the above?)

Combat
A hellseed is not a very powerful melee combatant, and prefers to use its powers against foes. Instead of fighting one-on-one, it focuses on keeping opponents at a distance, incapacitating them, or causing hindrances so it can take its time and distance to deal with intruders. It will only engage in combat with foes if they are weak, or if it can gain some sort of advantage. If such a fight goes badly for it, it will flee to plan its revenge.

Aura of Noxious Growths (Su): This power is constantly active and causes all normal plant life within a 60-foot radius of a hellseed to become overgrown, as the plant growth spell. It also affects plants in the same area as the animate plants spell. The hellseed can stop or restart this ability as a free action. 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 that 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.

Spell-Like Abilities: 3/day - contagion (slimy doom) (DC 17), soften earth and stone, spike growth (DC 16), warp wood (DC 15); 1/day - antilife shell (DC 19), command plants (DC 17), commune with nature, disintegrate (DC 19), harm (DC 19), unholy blight (DC 17). Caster level 12th. The save DCs are Charisma-based.

Decomposition (Su): This effect is constantly active, and causes wounds suffered within a 60-foot radius of a hellseed to fester and decompose. This effect causes affected creatures in this area to suffer 1d3 points of Constitution damage every round if they fail a Fortitude save (DC 20). The hellseed can stop or restart this ability as a free action. Wounds continue to fester, preventing the ability damage from healing normally, until a Heal check is applied to the character (DC 15), a cure light wounds or better spell is cast upon the character, or until the death of the hellseed. The save DC is Constitution-based.

Spells: A hellseed can cast divine spells as a 6th-level druid. The save DCs are Wisdom-based.

Typical Druid Spells Prepared (5/5/4/3; save DC 15 + spell level): 0 – create water, detect magic, detect poison, know direction, resistance; 1st – charm animal, detect animals or plants, entangle, longstrider, pass without trace; 2nd – barkskin, owl’s wisdom, spider climb, tree shape; 3rd – cure moderate wounds, diminish plants, protection from energy.

Death Throes (Ex): A hellseed reproduces only at the moment of its death. If a hellseed dies from any way that does not completed destroy its body (including fiery death or freezing), the pustules covering its body will burst. A hellseed can also end its own life at will to reproduce. A nasty, fetid spore cloud belches out from the various orifices in the body created by the bursting pustules, filling a 60-foot radius area around the body. All breathing creatures in the area must succeed at a Fortitude save (DC 20) or inhale the spores. A creature that fails the save suffers 1d3 points of Constitution damage per day, dying when it reaches 0. The Constitution loss can be stopped by a remove curse or remove disease spell. The save DC is Constitution-based.

The spores automatically enter any fresh corpses and plant creatures in the area; plant creatures die instantly and receive no saving throw. The spores in a corpse can be killed only by a miracle or wish spell, or by completely destroying the body. When the spores have inhabited a corpse for a full month, a large flower blooms from the body. 24 hours later, an immature hellseed emerges from the flower. This new hellseed will retain the memories of its victim host creature.

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): 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.

Vulnerability To Cold (Ex): Cold and frost cause a hellseed’s body to wither and die. A hellseed takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure. Also, whenever a hellseed fails a saving throw against a cold attack, it becomes dormant and helpless for 1d4 rounds.
 


original CR was 16, so knock a few things off, yeah, 12 might be right. ;)

how's it looking in general nowadays?
 

Any other comments on CR, the flavor text, or the following two lines in particular?:

A hellseed is about (10?) feet tall, and weighs about (400?) pounds.

A hellseed can speak (Common, Undercommon, Abyssal, Infernal? None of the above?)

I’ll leave this guy open to discussion until sometime tomorrow, to make up for the board slowness.

If anyone knows the real names of Storminator, MissHappen, Undead Pete, Darraketh, or The Jester, or how to get them, I’d like to credit them too.
 

I see nothing fundamentally wrong with it, but it is a bit unfortunate that you use "Its body is covered" twice in a row in the descriptive blurb. Can't phrase it better, though.
Height and weight seem fitting.
The creature doesn't strike as very talkative (even with the Intimidate skill), so I'd argue that it shouldn't speak, but if it has to have a language, I'd lean to Abyssal, then Infernal.
 


good point knight. ;) i rewrote it a bit differently.

This creature is roughly humanoid in shape with thin, gangly limbs, and skin that seems to have the appearance and texture of thick bark from a tree. Its body is covered with innumerable pustules, which look almost ready to burst. The creature carries the foul stench of wood rot.
 


The glacial blob is a monster that I came up with when, oddly enough, thinking of ideas for oozes that I hadn’t seen before. http://www.blacksway.net/cc/show.php?cc_id=32
Some things I definitely want to do with it:
Well, for one thing, I even stated in the text that it was hard to the touch, but oozes traditionally have no natural armor. I heard some rumor somewhere that oozes can have natural armor now – is there any truth to that?

Of course, oozes also lose their bonus hp from 3.0, and it seems like most of them got a Con bump to make up for that.

I might also want to steal some ideas from Krishnath (http://www.enworld.org/forums/showthread.php?t=88552 ) :D not sure how much, but I don’t want to copy him too much.


Glacial Blob
Huge Ooze (Cold)
Hit Dice: 12d10+68 (134 hp)
Initiative: -5 (Dex)
Speed: 5 ft, swim 5 ft
AC: 3 (-2 size, -5 Dex), touch 3, flat-footed 3
Base Attack/Grapple: +7/grap
Attack: 2 slams +11 melee
Full Attack: Slam 2d6+4 and 2d6 cold
Face/Reach: 15 ft by 15 ft/10 ft
Special Attacks: Cold, engulf, freeze
Special Qualities: Blindsight, camouflage, ooze traits, cold subtype
Saves: Fort +8, Ref -1, Will -1
Abilities: Str 18, Dex 1, Con 18, Int ---, Wis 1, Cha 1
Climate/Terrain: Any cold land and aquatic
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)

Glacial blobs are enormous jellies that live in arctic climates. This creature appears as a translucent blue blob of icy sludge about 25-30 feet in diameter, looking something like crystallizing water just before it freezes. It is slow moving, just like most things of its size. This ooze is conjectured to be a relative of the gelatinous cube, although its non-geometric shape does not lend itself to be known as an “ice cube.”

This blob is hard to the touch, as if it were made of ice, but this is just a deception. The creature is actually gelatinous, but semisolid enough to be rigid at times. This beast is at home in or out of the water. It absorbs water through its skin, gaining most of it nutrients that way, though the bodily fluids of a solid creature are much preferred. When it freezes a living victim or comes across a frozen corpse, it will engulf the body, using its natural enzymes to slowly digest it. Over a few hours, it drains the nutritious moisture from the body, leaving a mummified, frozen corpse, repeating this process on all remaining carcasses.

Combat
When a creature comes within melee range, a glacial blob attacks the nearest targets with psuedopods. If a creature is foolish enough to stand right next to the ooze, it engulfs the hapless victim. The ooze will typically only hold frozen creatures for one round, depositing or ejecting them from its body and moving on to attack other targets. When no living creatures are present, the blob will devour all corpses nearby.

Engulf (Ex): As a standard action, the glacial blob can simply mow down an opponent of Large size or smaller. It cannot make slam attacks during a round in which it engulfs. The ooze merely has to move over its opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the ooze, but if they do so they are not entitled to a saving throw. Those who do not attempt opportunity attacks must succeed at a Reflex save (DC 20) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the ooze moves forward. Engulfed creatures are subject to the ooze’s freeze attack, and are considered to be grappled and trapped within its body.

Freeze (Ex): The glacial blob has the ability to encase opponents that is has engulfed in ice, trapping them. In this state, the creature takes 4d4 points of cold damage per round, until death. On a successful Strength check (DC 20), the creature can break free of the ice. The ice will otherwise take 30 points of damage before shattering enough to free the trapped creature.

Camouflage (Ex): This ooze blends in well with snow, ice, and water. It takes a successful spot check (DC 15) to recognize a motionless blob for what it really is.

Ooze Traits: A glacial blob is immune to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or flanking.

Cold Subtype: A glacial blob is immune to cold damage but takes double damage from fire unless a saving throw for half damage is allowed. In that case, the creature takes half damage on a success and double damage on a failure.
 

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