Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Help me with my next project!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Knight Otu" data-source="post: 1836223" data-attributes="member: 192"><p>Query #112</p><p> Breath Weapon (Su): 30-foot cube of thick, billowing fog centered on the THING, at will. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).</p><p> A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. Otherwise, the fog disperses in 2d4 rounds.</p><p> Magical and nonmagical fire immediately evaporates the mists within the inflammatory source's area of effect.</p><p> Disease (Ex): 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.</p><p> Howl (Su): (As a standard action?), 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) to avoid being shaken for the remainder of the combat (-2 morale penalty on attack rolls, weapon damage rolls, and saving throws). If the save is successful, an affected creature is immune to the (same? all?) THINGs howl (for 24 hours?). </p><p> </p><p> Query #114</p><p> Power Attack or Combat Expertise, perhaps? Base Attack line needs a Grapple afterwards.</p><p> +3? Maybe not even that, depending on the power of the poison.</p><p> </p><p> Query #115</p><p> I suppose you know these already, but just in case, using the normal treant abilities as a model:</p><p> Animate Trees (Sp): A TREE-GUY can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet 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 (caster level 12th). Animated trees have the same vulnerability to fire that a TREE-GUY has.</p><p> Trample (Ex): Reflex DC 20 half. The save DC is Strength-based. <The 2d12+5 would be part of the Special Attacks line></p><p> Fire Vulnerability: Becomes Vulnerability to Fire</p><p> Half Damage from Piercing: Becomes DR 10/slashing.</p><p> Double damage against objects already works as the treant ability.</p><p> </p><p> Based on assassin vine:</p><p> Constrict (Ex): A TREE-GUY deals 1d6+9 points of damage with a successful grapple check.</p><p> Entangle (Su): A TREE-GUY can animate plants within 30 feet of itself as a free action (Ref DC (15?) partial). The effect lasts until the TREE-GUY dies or decides to end it (also a free action). The save DC is Wisdom-based. The ability is otherwise similar to entangle (caster level 7th).</p><p> Improved Grab (Ex): To use this ability, a TREE-GUY must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.</p></blockquote><p></p>
[QUOTE="Knight Otu, post: 1836223, member: 192"] Query #112 Breath Weapon (Su): 30-foot cube of thick, billowing fog centered on the THING, at will. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. Otherwise, the fog disperses in 2d4 rounds. Magical and nonmagical fire immediately evaporates the mists within the inflammatory source's area of effect. Disease (Ex): 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): (As a standard action?), 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) to avoid being shaken for the remainder of the combat (-2 morale penalty on attack rolls, weapon damage rolls, and saving throws). If the save is successful, an affected creature is immune to the (same? all?) THINGs howl (for 24 hours?). Query #114 Power Attack or Combat Expertise, perhaps? Base Attack line needs a Grapple afterwards. +3? Maybe not even that, depending on the power of the poison. Query #115 I suppose you know these already, but just in case, using the normal treant abilities as a model: Animate Trees (Sp): A TREE-GUY can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet 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 (caster level 12th). Animated trees have the same vulnerability to fire that a TREE-GUY has. Trample (Ex): Reflex DC 20 half. The save DC is Strength-based. <The 2d12+5 would be part of the Special Attacks line> Fire Vulnerability: Becomes Vulnerability to Fire Half Damage from Piercing: Becomes DR 10/slashing. Double damage against objects already works as the treant ability. Based on assassin vine: Constrict (Ex): A TREE-GUY deals 1d6+9 points of damage with a successful grapple check. Entangle (Su): A TREE-GUY can animate plants within 30 feet of itself as a free action (Ref DC (15?) partial). The effect lasts until the TREE-GUY dies or decides to end it (also a free action). The save DC is Wisdom-based. The ability is otherwise similar to entangle (caster level 7th). Improved Grab (Ex): To use this ability, a TREE-GUY must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Help me with my next project!
Top