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Creatures I submitted for Tome of Horrors II
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<blockquote data-quote="BOZ" data-source="post: 1534293" data-attributes="member: 1241"><p>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?</p><p></p><p>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.</p><p></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.</p><p></p><p>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.</p><p></p><p>Spells: The hellseed casts divine spells as a 6th-level druid.</p><p></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, 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.</p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Regeneration (Ex): Cold, and holy or blessed weapons and items deal normal damage to a hellseed.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1534293, member: 1241"] 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. [/QUOTE]
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