Help me with my next project!

#95

were they psionic powers in 3.0?
No, at least for the most part.

#100
Subdual is non-lethal now.

#101

We did? One that worked like the shapechange spell?
The one where we were not sure if it had an unique female form or not.
And for this, we should go the same route as #95 – either in the format below, or revert to spell-like psionics ala the MM. All or nothing. ;)
That one worked perfectly well with the XPH, so I'd say to use my suggestion here. ;) DCs are fine with the Cha.

#103
Bog rot rewrite is ok.

#104
like that?
Yes.

#106
Is curse of the deep a death effect?
I'd say no. I believe most death effects are more or less instantly.
 

log in or register to remove this ad

#95
Knight Otu said:
No, at least for the most part.

well, then, I’m going to leave them as below. Sorry. ;)

Psionics (Sp): At will—animal trance (DC 14), color spray (DC 13), detect evil, hypnotic pattern (DC 14), invisibility. Effective caster level 10th. The save DCs are Charisma-based.


#101
Knight Otu said:
The one where we were not sure if it had an unique female form or not.

hmm, no, not really. Let me give this a try.

Shapechange (Su): A THING can assume the shape of any Small or Medium humanoid. This ability functions as the shapechange spell (caster level 18th).


OK, apart from these two, I’m only looking for more feat suggestions (see above) at the moment. I will post more of these quicker-moving queries soon, probably later today or even in the evening.
 

OK, moving right along (really)...

take a look at these, give me your first thought/response.

Query #107
Need a feat, and have a look at the abilities:
Medium Animal (Aquatic)
Hit Dice: 2d8+4 (13 hp)
Initiative: +2 (Dex)
Speed: Swim 80 ft. (16 squares)
AC: 14 (+2 Dex, +2 natural)
Attacks: Bite +3 melee
Damage: Bite ld8+2
Face/Reach: 5 ft. by 5 ft/5 ft.
Special Attacks: Ferocious swarm, overturning attack
Special Qualities: Low-light vision
Saves: Fort +5, Ref +5, Will +0
Abilities: Str 10, Dex 15, Con 14, Int 2, Wis 10, Cha 6
Skills: Spot +5, Swim +8
Feats:

Environment: Warm aquatic
Organization: Solitary or school (4-24)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

(I will have to rewrite this a bit, as they will not be a swarm creature…)
Ferocious Swarm (Ex): Like their smaller cousins, FISHs are most dangerous when encountered in a group. A swarm of FISH can make a single attack against a creature. Make one attack roll for the group using a FISH's base attack with a +1 bonus for every FISH involved in the attack beyond the first. On a successful hit, the FISH swarm inflicts +1 damage for every two FISH involved in the attack.
Overturning Attack (Ex): FISHs sometimes strike at the underside of boats and rafts in an attempt to turn them over and dump their occupants into the water. A FISH can attempt this maneuver with a Strength check to tip the boat over as a full-round action. The DC of this check is 10 + 5 per 100 lbs. aboard the boat, counting its weight. For example, a 50 lb. raft carrying 300 lbs. of gear would require a DC 25 Strength check. Multiple FISH can work together to tip over a boat using the standard rules for a group working together and a skill check.


Query#108
Need a couple of feats:
Large Beast (Animal? Magical Beast?)
Hit Dice: 9d8+ 54 (118 hp)
Initiative: -1 (Dex)
Speed: 40 ft. (8 squares), swim 30 ft. (6 squares)
Armor Class: 15 (-1 Dex, -1 size, +7 natural)
Base Attack/Grapple:
Attack: Gore +14 melee (2d8+8)
Full Attack: Gore +14 melee (2d8+8)
Space/Reach: 10 ft./5 ft.
Special Attacks: Disease, ferocity, tidal surge
Special Qualities: Low-light vision, scent
Saves: Fort +13, Ref +5, Will +4
Abilities: Str 26, Dex 7, Con 24, Int 2, Wis 13, Cha 6
Skills: 12 ranks
Feats: Power Attack, Improved Bull Rush (2 more)

Environment: Any swamp
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Large), 18-27 (Huge)
Level Adjustment: —

And its abilities:
Disease (Ex): THINGs are home to thousands of diseases. The stench and foulness surrounding them means that anyone with 10 ft. of a THING must make a DC10 Fort save or be nauseated for ld4 rounds.
Tidal Surge (Ex): THINGs are strong enough to charge through the water. This charge creates a small tidal wave. Anyone within 10 ft. of a charging THING in a river or lake must make a DC 10 Fort save or be knocked down.


Query#109
And another feat:
Large Aberration
Hit Dice: 5d8 (25 hp)
Initiative: +2
Speed: Fly 30 ft. (perfect) (6 squares)
Armor Class: 11 (-1 size, +2 Dex), touch 11, flat-footed 9
Base Attack: +3/+5
Attack: Slam +3 melee (1d6-2)
Full Attack: Slam +3 melee (1d6-2)
Face/Reach: 10 ft./5 ft.
Special Attacks: Poison gas
Special Qualities: Flammable, gaseous form
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 6, Dex 14, Con 10, Int 12, Wis 10, Cha 6
Skills: Perform (Ghastly storytelling) +2, Sense Motive 4
Feats: Flyby Attack (PLUS 1)

Environment: Swamps
Organization: Solitary or cloud (2-5)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 6-10 HD (Large), 11-15 HD (Huge)
Level Adjustment: —

And its abilities:
Poison Gas (Ex): Anyone struck by a THING must make a DC 10 Fortitude save to avoid breathing in the creature's poisonous fumes. If the save is failed, the character is nauseated for ld4 rounds.
Flammable (Ex): If a THING is struck by a flaming weapon, torch, or other source of fire, it must make a Reflex save at a DC equal to 10 + the amount of fire damage it just took. If the THING fails the save, it is set alight. While the THING is burning, it takes 2d6 damage per round, is enraged (+4 to Strength, +4 to Constitution, -2 to armor class), and anyone struck by it takes ld6 fire damage. When the burning THING reaches -10 hit points, it explodes. Anyone within 10 ft. of an exploding THING takes 3d6 damage (Reflex save, DC10 for half).
Gaseous (Ex): THING are permanently in a gaseous state, which gives them the same abilities as a creature in gaseous form.


Query#110
Need two feats:
Large Elemental (Earth, Extraplanar, Water)
Hit Dice: 8d8+32 (68 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 20 ft. (4 squares)
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +6/+16
Attack: Slam +11 melee (2d6+6)
Full Attack: Slam +11 melee (2d6+6)
Face/Reach: 10 ft./10 ft.
Special Attacks: Engulf, improved grab, smother
Special Qualities: Amorphous form, elemental traits, mud lurker
Saves: Fort +10, Ref +6, Will +3
Abilities: Str 22, Dex 10, Con 18, Int 6, Wis 12, Cha 10
Skills: Hide +6, Listen +8, Spot +8
Feats: Alertness (PLUS 2)

Environment: (Elemental Plane of Earth??)
Organization: Solitary or swarm (2-12)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 9-16 (Large); 17-24 (Huge)
Level Adjustment: —


Query#111
Check out its abilities:
Engulf (Ex): The ELEMENTAL may attempt to pull a creature it holds within its grasp into its body. With a successful grapple check against a creature that it is grappling, it surrounds its foe with mud and slime. An engulfed creature may be freed with a successful Strength check opposed by the ELEMENTAL's Strength check. Trapped creatures may not cast spells with verbal or somatic components. They may attack the ELEMENTAL with weapons no larger than Small size with a -4 circumstance penalty to hit. Creatures trapped within a ELEMENTAL are immediately freed if it dies.
Smother (Ex): A creature engulfed within a ELEMENTAL suffers 2d6 points of damage each round. A successful Fortitude save (DC 20) halves this damage.
Amorphous Form (Ex): The ELEMENTAL's liquid, swirling form causes many physical attacks to pass through it without dealing any damage. It gains DR. 5 against all physical attacks, including those made with magical weapons.
Mud Lurker (Ex): Due to the mud and water composition of their physical bodies, ELEMENTALs gain a +10 circumstance bonus to all Hide checks they make while lurking within mud, water, quicksand, and similar materials.
 
Last edited:

BOZ said:
Query #107
Feat: Definitely Weapon Finesse.

Ferocious Swarm (Ex): Like their smaller cousins, FISHs are most dangerous when encountered in a group. A FISH gains a +1 competence bonus on attack rolls and damage for every two FISH adjacent to the target of the FISH's attack.

For Overturning Attack, I'd modify the capsize ability of many creatures for simplicity's sake.




BOZ said:
Query#108
Suggested Feats: Alertness, Improved Init, or Improved Overrun.

Replace disease with stench...look to troglodyte for inspiration.

Tidal Surge (Ex): A THING can make a charge attack while moving through water which creates a small tidal wave. Anyone within 10 feet of a charging THING in a river or lake must make a DC 22 Fort save or be knocked down. The save DC is Strength-based.


BOZ said:
Query#109
Feat: Gotta go with Weapon Finesse again.


BOZ said:
Query#110
Suggested Feats: Stealthy, Power Attack.


BOZ said:
Query#111
Didn't you do an engulf revision earlier for another creature?

Or roll engulf and smother into one ability, similar to this of the belker:

Smoke Claws (Ex): A belker in smoke form (see below) can engulf opponents by moving on top of them. It fills the air around one Medium or smaller opponent without provoking an attack of opportunity. The target must succeed on a DC 14 Fortitude save or inhale part of the creature. The save DC is Constitution-based. Smoke inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing 3d4 points of damage per round. An affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace.

For Amorphous Form, you could look to the belker's smoke form ability, or use this new ability from the MMIII:

Airy (Ex): Since a snowflake ooze's physiology is made up of a little ooze and lots of empty space, it is difficult to know where to attack. Any piercing melee or ranged attack directed at it has a 20% miss chance (the blow or missle just passes harmlessly through the creature's space). Even a true seeing effect is useless in determining where and how to strike the creature.

Mud Lurker could simply be added to a Skills entry with an asterisk.
 

#107
Shade said:
Feat: Definitely Weapon Finesse.

I agree completely – in fact, I thought of that soon after posting the queries. :D

Ferocious Swarm (Ex): Like their smaller cousins, FISHs are most dangerous when encountered in a group. A FISH gains a +1 competence bonus on attack rolls and damage for every two FISH adjacent to the target of the FISH's attack.

That came from a feat right? It’s better, I think. Do you think it would be good to take “swarm” out of the title? I could call it “ferocious rush” or something like that, or even just “ferocious”

Shade said:
For Overturning Attack, I'd modify the capsize ability of many creatures for simplicity's sake.

Yah, you might be right about that. Here’s a start on that…

Capsize (Ex): FISHs sometimes strike at the underside of boats and rafts in an attempt to turn them over and dump their occupants into the water. A submerged FISH that surfaces under a boat or ship less than 20 feet long capsizes the vessel X% of the time. It has a X% chance to capsize a vessel from 20 to 60 feet long and a X% chance to capsize one over 60 feet long. Multiple FISH can work together to tip over a boat using the standard rules for a group working together and a skill check.


#108
Shade said:
Replace disease with stench...look to troglodyte for inspiration.

good one. :cool:
like so?

Stench (Ex): THINGs are home to thousands of diseases, and the stench and foulness surrounding a THING is palpable. All living creatures (except THINGs) within 10 feet of a THING must succeed on a DC 10 Fortitude save or be nauseated for 1d4 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same THING’s stench for 24 hours. Creatures with immunity to disease are unaffected.


#109
Shade said:
Feat: Gotta go with Weapon Finesse again.

see my response under #107. ;)

thoughts on its abilities?
Poison Gas (Ex): Anyone struck by a THING must make a DC 10 Fortitude save to avoid breathing in the creature's poisonous fumes. If the save is failed, the character is nauseated for ld4 rounds.
Flammable (Ex): If a THING is struck by a flaming weapon, torch, or other source of fire, it must make a Reflex save at a DC equal to 10 + the amount of fire damage it just took. If the THING fails the save, it is set alight. While the THING is burning, it takes 2d6 damage per round, is enraged (+4 to Strength, +4 to Constitution, -2 to armor class), and anyone struck by it takes ld6 fire damage. When the burning THING reaches -10 hit points, it explodes. Anyone within 10 ft. of an exploding THING takes 3d6 damage (Reflex save, DC10 for half).
Gaseous (Ex): THING are permanently in a gaseous state, which gives them the same abilities as a creature in gaseous form.


#111
Shade said:
Didn't you do an engulf revision earlier for another creature?

yeah, a few different ones. ;)

Engulf (Ex): A THING can simply engulf a creature that it successfully grabbed on a successful grapple check. Engulfed creatures are subject to the THING’s blood drain, are considered to be grappled and are trapped within its body.

Engulf (Ex): A OOZE can mow down Large or smaller creatures as a standard action. The ooze merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 16 Reflex save 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 acid, and are considered grappled and trapped within its body. The save DC is Strength-based

Engulf (Ex): A OOZE can attempt to engulf Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The OOZE merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the ooze, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 15 Reflex save 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 paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based.

And a couple of smothers:

Smother (Ex): A wrapped opponent of Small size or smaller can be suffocated while in the marsh assassin's skin folds (see Suffocation rules in the DMG). A victim can attempt to escape with an opposed grapple check, though the marsh assassin receives an additional +8 competence bonus to its grapple check (+14 total grapple bonus) owing to the effectiveness of the smother attack.

Smothering Slime (Ex): A breathing opponent being squashed by a mammoth slug is also subject to its foul secretions. Any victim of the mammoth slug’s squash attack must succeed on a DC 25 Fortitude save or have its throat and lungs filled with slime and begin to suffocate (see Suffocation rules in the DMG). An opponent that fails its initial Fortitude save can attempt another DC 25 Fortitude save once every 2d6 rounds, until it succeeds by coughing out the slime. The save DC is Constitution-based.

It’s not so much like the oozes’ engulf ability though, and in fact it’s very similar to a Swallow Whole. How’s this now:

Engulf (Ex): A ELEMENTAL can attempt to pull a Large or smaller creature into its body by making a successful grapple check. An engulfed creature is surrounded with mud and slime, and is subject to being smothered. An engulfed creature may be freed with a successful Strength check. An engulfed creature can attack the ELEMENTAL with a light slashing or piercing weapon, and cannot cast spells with verbal or somatic components. Creatures trapped within a ELEMENTAL are immediately freed if it dies.

I’m going to use the above smother attacks as inspiration here:

Smother (Ex): A creature engulfed within a ELEMENTAL must succeed on a DC 18 Fortitude save or swallow some of the ELEMENTAL’s muddy substance and begin to suffocate (see Suffocation rules in the DMG). An opponent that fails its initial Fortitude save can attempt another DC 18 Fortitude save once every 2d6? rounds, until it succeeds by coughing out the mud. The save DC is Constitution-based.



snowflake ooze, heheh…

Fluid Form (Ex): An ELEMENTAL's liquid, swirling form causes many physical attacks to pass through it without dealing any damage. It gains DR. 5 against all physical attacks, including those made with magical weapons.

Meh… I’m just going to give it DR 5/—
 

#107
Ferocious should be good.

An attempt at the capsize:
Capsize (Ex): FISHs sometimes strike at the underside of boats and rafts in an attempt to turn them over and dump their occupants into the water. A submerged FISH that surfaces under a boat or ship less than 20 feet long capsizes the vessel 50% of the time. It has a 20% chance to capsize a vessel from 20 to 60 feet long and a 0% chance to capsize one over 60 feet long. Multiple FISH can work together to tip over a boat, increasing the chance to capsize it by 5% (to a maximum of an additional 25%?).

#108 looks good (didn't you mean to stop that?)

#109
Eww... gaseous form has a lot of stuff associated with it, some of which is a drawback. It certainly is possible to use that.
The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It can’t attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.) The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect. A gaseous creature can’t run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.
 

#107
Knight Otu said:
An attempt at the capsize:
Capsize (Ex): FISHs sometimes strike at the underside of boats and rafts in an attempt to turn them over and dump their occupants into the water. A submerged FISH that surfaces under a boat or ship less than 20 feet long capsizes the vessel 50% of the time. It has a 20% chance to capsize a vessel from 20 to 60 feet long and a 0% chance to capsize one over 60 feet long. Multiple FISH can work together to tip over a boat, increasing the chance to capsize it by 5% (to a maximum of an additional 25%?).

hmm, I don’t want to get too messy with this… maybe it would work fine without the maximum? (would it make sense that 20 medium-sized fish could tip over a boat larger than 60 feet long?)


#108
Knight Otu said:
looks good (didn't you mean to stop that?)

well, perhaps not entirely… but I do need to trust my own judgment more rather than always waiting to see what others have to say first. ;)


#109
Knight Otu said:
Eww... gaseous form has a lot of stuff associated with it, some of which is a drawback. It certainly is possible to use that.

Never ever forget our good friend, the Creature Catalog. ;)

Gaseous Form (Ex): A vampire mist’s insubstantial form grants it immunity to critical hits and flanking. A vampire mist cannot run, but it can fly, and it is subject to winds. It cannot ever wear armor, manipulate solid objects, or enter water or other liquids. It can pass through small holes or narrow openings – even mere cracks. It also can occupy squares occupied by enemies.


thoughts on its other abilities? Poison gas might need to be renamed to avoid confusion with modern poison – I believe the same thing was done for green dragons. When working with the horgar, didn’t we have something involving breathing in fumes from acid?

Poison Gas (Ex): Anyone struck by a THING must make a DC 10 Fortitude save to avoid breathing in the creature's poisonous fumes. If the save is failed, the character is nauseated for ld4 rounds.

Flammable (Ex): If a THING is struck by a flaming weapon, torch, or other source of fire, it must make a Reflex save at a DC equal to 10 + the amount of fire damage it just took. If the THING fails the save, it is set alight. While the THING is burning, it takes 2d6 damage per round, is enraged (+4 to Strength, +4 to Constitution, -2 to armor class), and anyone struck by it takes ld6 fire damage. When the burning THING reaches -10 hit points, it explodes. Anyone within 10 ft. of an exploding THING takes 3d6 damage (Reflex save, DC10 for half).


#111
sorry, have to do it again. ;)

do these look OK?

Engulf (Ex): A ELEMENTAL can attempt to pull a Large or smaller creature into its body by making a successful grapple check. An engulfed creature is surrounded with mud and slime, and is subject to being smothered. An engulfed creature may be freed with a successful Strength check. An engulfed creature can attack the ELEMENTAL with a light slashing or piercing weapon, and cannot cast spells with verbal or somatic components. Creatures trapped within a ELEMENTAL are immediately freed if it dies.

Smother (Ex): A creature engulfed within a ELEMENTAL must succeed on a DC 18 Fortitude save or swallow some of the ELEMENTAL’s muddy substance and begin to suffocate (see Suffocation rules in the DMG). An opponent that fails its initial Fortitude save can attempt another DC 18 Fortitude save once every 2d6? rounds, until it succeeds by coughing out the mud. The save DC is Constitution-based.
 

#107
It might work without a maximum, though I feel that by logic there should be one. Your call, really.

#109
That gaseous form should work.
"Flammable: If a THING is dealt fire damage..."?

#111
Seems ok.
 

#109
Poison gas might need to be renamed to avoid confusion with modern poison – I believe the same thing was done for green dragons. When working with the horgar, didn’t we have something involving breathing in fumes from acid?

Poison Gas (Ex): Anyone struck by a THING must make a DC 10 Fortitude save to avoid breathing in the creature's poisonous fumes. If the save is failed, the character is nauseated for 1d4 rounds.


Time for some more…


Query #112
Check these out:
Breath of the Moor (Su): At will, THINGs can exhale a thick, billowing cloud from their lungs, obscuring all vision within the area of effect. The mists fill a stationary, 30-foot cube centered on the THING, which lingers for 2d4 rounds before dissipating. The heavy vapors bestow one-half concealment to creatures five feet away and total concealment to creatures at greater distances. A moderate wind (11+ mph) reduces the haze's duration by 50 percent, while a strong wind (21+ mph) disperses the fog in a single round. Magical and nonmagical fire immediately evaporates the mists within the inflammatory source's area of effect.
Disease (Ex): A THING’s bite can inflict bayou rot — bite, Fortitude save (DC 13), incubation period 1 day; damage 1d4 temporary Strength. Creatures failing the save must succeed at another Fortitude save on each subsequent day or suffer 1 point of permanent Strength drain.
Howl (Su): In lieu of a bite attack, the THING lets out a terrifying howl affecting all living creatures within 20 feet of it. Resisting the effects of this horrific yelp requires a successful Will save (DC 13); failure leaves the victim in a shaken state for the remainder of the combat (-2 morale penalty on attack rolls, weapon damage rolls, and saving throws). A successful save against a THING’s howl immunizes the creature against the other THING’s howls for the duration of battle.


Query #113
A few more (attach can probably be rewritten like the stirge, again)
Attach (Ex): If a THING hits with a melee touch attack, it uses its twig-like appendages to pierce an opponent's body, allowing it to drain blood and induce sleep as a free action. An attached appendage has an AC of 13 and 5 hp. Destroying the appendage severs the attachment between the THING and its adversary.
Attract (Ex): At will, a THING emits a light fog in a 40-ft. radius that attracts prey to it. Opponents caught in the fog must make a Will save (DC 13); otherwise, they feel an overwhelming compulsion to travel into the THING's reach. The light fog bestows one-quarter concealment.
Blood Drain (Ex): A THING drains blood, dealing Id4 points of temporary Constitution damage each round it remains attached. It generally feeds on a creature until it reaches 0 Constitution and dies. During times when food is scarce, it sometimes keeps its prey asleep, only feeding when absolutely necessary.
Sleep (Ex): When a THING attaches to an opponent, it releases a sleep-inducing chemical, requiring an opponent to make a Fortitude save (DC 14) or fall asleep for Id6 hours, allowing the gloomfog to feed without a struggle. Creatures immune to sleep are not affected by this chemical.
Blindsight (Ex): THINGs have eyes, but they can ascertain all creatures and objects within 30 feet using sound, scent, and vibration.


Query #114
Need a feat, and LA
Large Humanoid (Aquatic, Reptilian)
Hit Dice: 5d8 (22 hp)
Initiative: +5
Speed: 30 ft. (6 squares), swim 60 ft. (12 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack: +3/+9
Attack: Trident +4 melee (2d6+2 plus poison) or sling +3 ranged (1d6)
Full Attack: Trident +4 melee (2d6+2 plus poison) or sling +3 ranged (1d6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Poison
Special Qualities: —
Saves: Fort +4, Ref +5, Will -1
Abilities: Str 14, Dex 12, Con 10, Int 13, Wis 7, Cha 10
Skills: Jump +4, Spot +1, Survival +3, Swim +10
Feats: Improved Initiative (PLUS ONE)

Environment: Warm forest and marsh
Organization: Gang (3-9), or tribe (10-100)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 6-10 HD (Large), 11-15 HD (Huge)
Level Adjustment: +3 or +4


Query #115
Will rewrite most of this as for a treant. See anything here that is unlike a treant that needs to be addressed?
Animate Trees (Sp): A TREE-GUY can animate trees within 180 feet at will, controlling up to two trees at a time. It takes a full round for a normal tree to uproot itself. Thereafter moves at a speed of 10 and fights as a TREE-GUY in all respects Animated trees lose their ability to move if the TREE-GUY that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak as cast by a 12th-level druid.
Constrict (Ex): A TREE-GUY's vines deal ld6+9 points damage with a successful grapple check against Medium-size or smaller creatures.
Double Damage against Objects (Ex): A TREE-GUY or animated tree that makes a full attack against an object or structure deals double damage.
Entangle (Su): A TREE-GUY can animate plants within 30 feet of itself as a free action. The effect lasts until the TREE-GUY dies or decides to end it (also a free action). The ability is otherwise; similar to an entangle cast by a 7th-level druid (save DC 15).
Improved Grab (Ex): To use this ability, the TREE-GUY must succeed at a slam attack.
Trample (Ex): A TREE-GUY or animated tree trample Medium-size or smaller creatures for 2dl2+5 points of damage. Opponents that do not make attacks of opportunity against the TREE-GUY or animated tree can attempt a Reflex save (DC 20) to halve the damage.
Fire Vulnerability (Ex): A TREE-GUY or animated tree take double damage from fire attacks unless the attack allows: save, in which case it takes double damage on a failure and no damage on a success.
Half Damage from Piercing (Ex): Piercing weapons deal only half damage to TREE-GUY, with a minimum of 1 point of damage.
 


Remove ads

Top