I'm a Plant. (I thought they called guys like you fruits?)

Dronesong (Su): The loud sound created by the breathing sussurus can have dire consequences for the unwary. Creatures hearing this song fall into a deep sleep for 3-12 hours, or until physically attacked, unless they succeed at a Will save (DC 16).

Hi, Boz,

When I converted the sussurus, I only had access to its AD&D 1e version, wherein its dronesong ability only affected undead. Did the AD&D 2e version really affect other creatures as well?

Overall, your conversion seems much more impressive than the version I had converted (CR 5 vs CR 10). The damage is higher, 2 more hit dice... much nastier.

- Devon
 
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i knew someone had converted that thing, but i didn't remember who. if you like, post your version, and i'll come up with a composite of the two. :)

and yes, the 2E version had a dronesong which affected both living and undead beings. i liked that attack much better that way. :)
when i do a conversion, i try to use as many sources as possible that i have available to me. i get a much better picture of what to that way, and i can compare them to see what worked better and when. in this case, i think it worked out better to use more 2E than 1E, but it is not always so. :)
 

i knew someone had converted that thing, but i didn't remember who. if you like, post your version, and i'll come up with a composite of the two.

I don't think we need to combine them, but I appreciate the offer :) . Our versions seem to match everywhere that the 2e and 1e version matched.

I had not anticipated that the 1e and 2e versions would differ so greatly, so I would rather defer to your conversion, coming as it does from a more evolved (and kick-ass) rendition of the sussurus. But I'll include the conversion I did below, for reference.

- Devon

Sussurus (Large Plant)
Hit Dice: 8d8+16 (52 hp)
Initiative: +1 (Dex)
Speed: 40 ft., climb 20 ft.
AC: 16 (-1 size, +7 natural)
Attacks: 2 claws +9
Damage: claw 1d8+6
Face/Reach: 5 ft. by 5 ft./ 10 ft.
Special Attacks: Dronesong, improved grab, hug 2d8+9
Special Qualities: Plant, blindsight
Saves: Fort +8, Refl +2, Will +2
Abilities: STR 18, DEX 13, CON 14, INT 7, WIS 10, CHA 14
Climate/Terrain: forests and underground caverns
Organization: solitary
Challenge Rating: 5
Treasure: 1/10 coins, 50% goods, 50% items
Alignment: neutral
Advancement: 9-12 HD (Large); 13-24 HD (Huge)

The size of a large gorilla, the sussurus appears at first sight like a headless ape, lurching about on all four limbs. In fact, this 7' tall creature has no external organs, nor anything resembling a head. Its bamboo-like exoskeleton is honeycombed with small ducts and tiny passages through which this creature continually draws in the air on which it feeds. This constant inhalation causes the characteristic 'dronesong' associated with the creature, like a gentle wind blowing through trees, a mesmerizing sound which only ceases when the sussurus dies. In windy locations the sussurus will stand still for hours and hours, looking like nothing so much as a crude wicker statue.

The sussurus is believed to have a lifespan of over 1,000 years. Though it has no language as such, it communicates with others of its kind by slight and subtle variations in the dronesong. It is rare, however, that two sussuri are close enough together to communicate this way.

Combat:
If provoked, the sussurus will fight with its claw-like appendages. It especially loathes fire and will immediately attack anyone carrying a torch or a lantern, in order to destroy the oxygen-consuming flames.

Improved Grab (Ex): To use this ability, the sussurus must hit an opponent of Large size or smaller with both claw attacks. If it gets a hold, it can use its hug ability.

Hug (Ex): A sussurus deals 2d8+9 points of damage with a successful grapple check against Large or smaller creatures, as they are impaled upon the various spikes and branches in its exoskeleton.

Blindsight (Ex): The sussurus has no eyes or ears, but sees and hears out to 120 ft. through vibrations in the air, and is therefore immune to illusions as well as invisibility.

Dronesong (Ex): This noise, caused by the respiration of this strange creature, can be heard 1/4 of a mile away in still air, and underground, its reverberation around corners and rooms makes location of the source difficult. Characters trying to find it must make a Listen Check, DC 16.

The dronesong has a curious effect upon undead, causing them to feel at peace--a phenomenon referred to as the 'sleep of the dead.' The level of undead rendered inert by the dronesong is resolved by a turning check, as if the sussurus were a 2nd-level cleric (1d20 + 2 + charisma modifier). There is no limit, however, to the number of hit dice of undead the sussurus can sleep--all undead in 120 ft. can be affected. Undead under the influence of the dronesong cannot be turned or destroyed, but if attacked, will awaken and defend themselves.

Plant: The sussurus is immune to mind-influencing effects, poison, sleep, paralysis, stunning and polymorphing. Not subject to critical hits.
:) :)
 

hmm, these conversions weren't too far apart, either. the only major difference is that the 2E version was more powerful, ergo so was my conversion. :) regardless, they are pretty similar.
 



What? Killer Tomatoes Eat France! Cest Horrible! (which sums up all the french I know)

--------------------------
Chuck Jones
1912-2002 R.I.P.
He gave us laughter.
 


GIANT SUNDEW

SUNDEW, GIANT
Medium-Size Plant
Hit Dice: 8d8+8 (44 hp)
Initiative: +3 (Dex)
Speed: 1 ft
AC: 16 (+3 Dex, +3 natural)
Attacks: 6 slams +8 melee
Damage: Slam 1d3+2 and sap
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Improved grab, sap
Special Qualities: Plant, tremorsense, half damage from missiles, fire resistance 20
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 14, Dex 16, Con 12, Int 3, Wis 10, Cha 9

Climate/Terrain: Temperate and warm land
Organization: Solitary or colony (1-4)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Medium-Size); 17-24 HD (Large)

The giant sundew is a larger, semi-intelligent version of the normal sundew plant. This carnivorous plant appears to be a mound of grayish-green ropes or rags covered in tar, about 3 to 4 feet high. This plant is semi-mobile, preferring to grow in cool, shaded places, but is capable of movement by using its sticky tendrils. The air around a giant sundew smells sickly sweet, and tends to attract a lot of flies and other vermin.

COMBAT
The giant sundew automatically lashes out with its tendrils at anything moving within 5 feet of it. It has hundreds of tendrils, but can attack each opponent with a maximum of six. These sticky tendrils restrain opponents and slowly dissolve them, making them food for the plant. The sundew's sticky exterior provides it with protection from both missile weapons and fire.
Improved Grab (Ex): To use this ability, the giant sundew must hit with at least one of its slam attacks. If it gets a hold, it's sap sticks to the victim. Every three tentacles that hit a victim cause a cumulative -1 penalty to that victim's attack rolls, as the victim is covered in sticky sap. A successful Strength check each round can break one of the attached tendrils.
Sap (Ex): Sundew tendrils exude sticky globs of thick sap. This sap contains a mild acidic enzyme that begins to slowly dissolve and break down the tissue of the victim's body. This sap causes 1 point of damage per round for every tendril that touches victim, whether it gets a hold or not.
If the sundew scores a critical hit with one of its slams, it has struck the victim's mouth and nose and clogged them with sap. Such a victim will suffocate in 2-4 rounds without removing the sap. The only known non-magical way to remove the sap is to dissolve it with vinegar or alchohol.
Half Damage From Missiles (Ex): Any missile weapon attack against a sussurus, including hits from enchanted weapons, deals only half damage.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

The giant sundew first appeared in the Monster Manual II (1983), then in the Monstrous Compendium MC2 (1989), and in the Monstrous Manual (1993).
 


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