alsih2o
First Post
here i volunteer a baddie used to good effect on my party:
Haystack (based on shambling mound)
Large Plant
Hit Dice: 8d8+24 (60 hp)
Initiative: +0
Speed: 20 ft.
AC: 20 (-1 size, +11 natural)
Attacks: 1 engulf(similar to swallow whole) +10 melee
Damage: asphyxiation 2d8+7
Face/Reach: 5 ft by 5 ft./10 ft.
Special Attacks: engulf; hayfever burst
Special Qualities: Plant, immune to blunt weapon dmg
Saves: Fort +9, Ref +2, Will +2
Abilities: Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
Skills: Hide +15*, Listen +4, Move Silently +4
Climate/Terrain: Temperate and warm plains, farms, near stables
Organization: Solitary
Challenge Rating: 6
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Combat
Engulf: similar to swallow whole, a haystack may engulf 1 opponent of large or smaller size within 10 ft dealing 2d8+7 dmg from asphyxiation
Hayfever Burst: a haystack can release a massive cloud of pollen 2d4 times per day, filling a 30x30 area around the plant. all caught within the cloud must make a fort save (dc15) or suffer a -4 to all attacks from sneezing and coughing
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Blunt weapon immunity (Ex): haystacks take no damage from blunt weapons.
Skills: Haystacks receive a +4 racial bonus to Hide, Listen, and Move Silently checks. *They receive a +15 bonus to Hide checks when in the company of other haystacks(normal ones).
Haystacks are soemtimes used to gaurd the stables of important evil n.p.c.'s..lying in wait until adveturers try to remove somehting fromthe stable, at which time they attack.
Haystack (based on shambling mound)
Large Plant
Hit Dice: 8d8+24 (60 hp)
Initiative: +0
Speed: 20 ft.
AC: 20 (-1 size, +11 natural)
Attacks: 1 engulf(similar to swallow whole) +10 melee
Damage: asphyxiation 2d8+7
Face/Reach: 5 ft by 5 ft./10 ft.
Special Attacks: engulf; hayfever burst
Special Qualities: Plant, immune to blunt weapon dmg
Saves: Fort +9, Ref +2, Will +2
Abilities: Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
Skills: Hide +15*, Listen +4, Move Silently +4
Climate/Terrain: Temperate and warm plains, farms, near stables
Organization: Solitary
Challenge Rating: 6
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Combat
Engulf: similar to swallow whole, a haystack may engulf 1 opponent of large or smaller size within 10 ft dealing 2d8+7 dmg from asphyxiation
Hayfever Burst: a haystack can release a massive cloud of pollen 2d4 times per day, filling a 30x30 area around the plant. all caught within the cloud must make a fort save (dc15) or suffer a -4 to all attacks from sneezing and coughing
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Blunt weapon immunity (Ex): haystacks take no damage from blunt weapons.
Skills: Haystacks receive a +4 racial bonus to Hide, Listen, and Move Silently checks. *They receive a +15 bonus to Hide checks when in the company of other haystacks(normal ones).
Haystacks are soemtimes used to gaurd the stables of important evil n.p.c.'s..lying in wait until adveturers try to remove somehting fromthe stable, at which time they attack.
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