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


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KAMPFULT

Small Plant
Hit Dice: 2d8+4 (11 hp)
Initiative: +1 (Dex)
Speed: 10 ft
AC: 18 (+1 size, +1 Dex, +6 natural)
Attacks: 6 slams +3 melee
Damage: Slam 1 and constriction
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Improved grab, constriction
Special Qualities: Plant, camouflage
Saves: Fort +5, Ref +1, Will +0
Abilities: Str 15, Dex 12, Con 14, Int 6, Wis 11, Cha 14

Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral (evil tendencies)
Advancement: 3-4 HD (Small); 5-6 HD (Medium-Size)

The kampfult is a stumpy tree creature, said to be a corrupted offshoot of a
treant. This plant, also called the sinewy mugger, has a withered decrepit
appearance, with a four foot long body resembling a decayed tree stump with six
rope-like appendages. These rope-like appendages are six feet long, and are
used to attack. There are six appendages for movement, each one foot in length,
spaced evenly around the stump body.
The underside of the plant's stump core is very soft and porous. It is
through this underside that this carnivorous plant absorbs its food.
Occasionally, incidental treasure from past victims can be found underneath the
stump, but the chances of finding anything are unlikely.
This monster is usually only found in subterranean areas. The kampfult may
have originally inhabited thick woodlands, where its power to disguise itself
helped it blend in with local flora. This monster has been actively hunted down
by humans and driven underground, making it rare to find one in another habitat.

COMBAT
The kampfult prefers to disguise itself as harmless vegetation, a chopped down
tree stump, to surprise its opponents. Once it begins combat, it will try to
attack as many creatures at once as it can hit. These carnivorous trees are
weak, and prefer to attack small, lone creatures. When a victim is killed, the
kampfult pulls the body underneath its stump, spraying a decaying catalyst on
the food to break down its organic tissue.
Improved Grab (Ex): To use this ability, the kampfult must hit with at least
one of its slam attacks. If it gets a hold, it can constrict.
Constriction (Ex): Creatures held by a kampfult's ropey appendages are
subject to mild constriction damage of 1 hit point per round. The appendage
will maintain the hold until the kampfult dies, or the victim breaks free.
Anything with a Strength score of 16 or higher can break free automatically, and
anything weaker must roll a Strength check against the kampfult's Strength. A
tentacle can be severed by a slashing weapon by hitting it for 2 points of
damage.
Camouflage (Ex): The kampfult has the ability to disguise its form as an
ordinary withered tree stump. It hold out or pulls in its appendages to make
them blend in among vines and creepers. Underground, it typically appears as
ropes or nets lying near a tree stump. A successful Spot check (DC 13) will
reveal a kampfult as a threat.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and polymorphing. Not subject to critical hits.

The kampfult first appeared in the Monster Manual II (1983), then in the
Greyhawk Monstrous Compendium MC5 (1990).
 


CHOKE CREEPER

Colossal Plant
Hit Dice: 25d8+275 (387 hp)
Initiative: -3 (Dex)
Speed: 1 ft
AC: 15 (-8 size, -3 Dex, +16 natural)
Attacks: 8 slams +22 melee
Damage: Slam 1d4+12
Face/Reach: 40 ft by 80 ft/15 ft
Special Attacks: Improved grab, constriction, strangulation
Special Qualities: Plant, fire and cold resistance 10, electricity absorption, immobilization (vulnerability)
Saves: Fort +25, Ref +3, Will +10
Abilities: Str 35, Dex 5, Con 32, Int ---, Wis 14, Cha 10

Climate/Terrain: Temperate forest
Organization: Solitary
Challenge Rating: 18
Treasure: None
Alignment: Always neutral
Advancement: 26-75 HD (Colossal)

The choke creeper is an enormous creeping vine that lives to eat everything it meets. This carnivorous plant, also known as the strangler vine, is believed to be related to the hangman tree. This long vine is olive green in color, almost as thick as a large tree trunk.
Choke creepers are unbelievably long, the smallest of them being about 80 feet long, and the largest being double that length. These plants have four branches on every ten-foot section; therefore the shortest creepers have 32 branches, and the longest creepers will have 64 branches. The branches of the choke creeper look like normal vegetation. Creepers are able to creep along the forest floor by use of their flexible tentacles. They are attracted to bright light and strong heat sources, such as living beings.

COMBAT
The choke creeper attacks anything within range that gives off heat, though very hot fires will force them to move away. Each of the creeper's branches may attack in a single round, though only four branches may attack a single target at a time. Each branch has its own hit points besides the base hit points of the parent plant; a branch has 2 hit points for every 20 feet in length of the vine, and this amount of damage must be dealt with a single blow from a slashing weapon to sever it.
Improved Grab (Ex): To use this ability, the choke creeper must hit with at least one of its slam attacks. If it gets a hold, it can constrict. If the grab is successful and the creeper scores a critical hit, it strangles.
Constriction (Ex): Creatures grabbed by the choke creeper's damage suffer 1d4 points of damage per round. Victims may attempt to break free by rolling a Strength check against the creeper's Strength. Every round after the first, any of the branches holding an opponent may attempt to strangle the victim. It does this by attempting another slam attack against the target, who receives no Dexterity bonus to Armor Class; if the creeper scores a critical hit, it strangles, otherwise it continues to constrict.
Strangulation (Ex): The creeper's branches can wrap around the neck of a victim, killing it in the next round. The victim can make an attempt to escape by rolling a Strength check against the creeper's Strength. This attack does not affect plants, oozes, undead, elementals, outsiders, or constructs.
Electricity Absorption (Ex): Choke creepers are immune to electricity, but can absorb electricity and add the electrical energy to their own. Any electrical attack or lightning that hits the creeper doubles its Speed for 1d4+1 rounds. This effect is cumulative.
Immobilization (Ex): Choke creepers cannot stand cold, and become immobilized by cold attacks, even if they do not pass its resistance. Sections of the plant struck by cold attacks are immobile for 1d4+1 rounds.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

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

is that thing sick or what? i kind of fudged on the CR. this thing may be like the granddaddy to the assassin vine, but it's not tougher than the tarrasque. ;)
 

I like the Choke Creeper, it's just so evil!, imagine what you can do with it, if you add a template, say a fiendish Choke Kreeper :D

Stupid Quote:

They say that a man who represents himself in court has a fool for a client. And with God as my witness, I am that fool!

Later,
 

Gods, that is pretty nasty.

That thing would be an entire adventure unto itself. One could have it take over an entire fortress.

(rubs chin)

I wonder if I could get a bunch of 4th to 6th-level folks to take it out... CR 18 would be quite a coup for them... naah, that'd be too evil.

- Devon
 


Devon: you could do worse, like using the Pseudonatural Template on it :D (Ooh, true striking, shapechanging plant from outer space...Why does that sound like the plot of a very bad movie????)

Boz: Well, I've seen bladerunner about 20 times, and I still think it's the best movie ever ;) and don't even get me started on B-movie sci-fi...

Edit: Just wanted to add:
----------
Happy Birthday to Me :D
 
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