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Creatures I submitted for Tome of Horrors II
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<blockquote data-quote="BOZ" data-source="post: 1536540" data-attributes="member: 1241"><p>I’m thinking it doesn’t need both spells and spell-like abilities, so I will eliminate one or the other.</p><p></p><p>Rewrote these:</p><p>Cold Vulnerability (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.</p><p>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). This effect ends at the will or death of the hellseed, when a Heal check is applied to the character (DC 15), or when a cure light wounds or better spell is cast upon the character. The save DC is Constitution-based. A hellseed usually only uses this power as a last-resort, activated when the thing is wounded.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p>Need to work on the flavor text still. Otherwise, I think he’s coming along very nicely to where I want him to be… <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: 1536540, member: 1241"] I’m thinking it doesn’t need both spells and spell-like abilities, so I will eliminate one or the other. Rewrote these: Cold Vulnerability (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. 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). This effect ends at the will or death of the hellseed, when a Heal check is applied to the character (DC 15), or when a cure light wounds or better spell is cast upon the character. The save DC is Constitution-based. A hellseed usually only uses this power as a last-resort, activated when the thing is wounded. 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. Need to work on the flavor text still. Otherwise, I think he’s coming along very nicely to where I want him to be… :) [/QUOTE]
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