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I'm a Plant. (I thought they called guys like you fruits?)
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<blockquote data-quote="BOZ" data-source="post: 91927" data-attributes="member: 1241"><p><strong>QUICKWOOD</strong></p><p></p><p>Large Plant</p><p>Hit Dice: 5d8+25 (47 hp)</p><p>Initiative: -3 (Dex)</p><p>Speed: 5 ft (with roots, 30 ft)</p><p>AC: 15 (-1 size, -3 Dex, +9 natural)</p><p>Attacks: 13-18 roots +9 melee, bite +4 melee</p><p>Damage: Root 0 and grapple, bite 3d4+7</p><p>Face/Reach: 5 ft by 5 ft/10 ft</p><p>Special Attacks: Improved grab</p><p>Special Qualities: Plant, darkvision 120', tremorsense, channel spells, control trees, immune to fire, electricity, and gas</p><p>Saves: Fort +9, Ref -2, Will +3</p><p>Abilities: Str 25, Dex 4, Con 20, Int 12, Wis 14, Cha 17</p><p></p><p>Climate/Terrain: Any forest</p><p>Organization: Solitary or stand (2-4)</p><p>Challenge Rating: 7</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 6-10 HD (Large); 11-15 HD (Huge)</p><p></p><p>Quickwoods are sentient trees, similar in nature to treants. A quickwood appears as a great hardwood oak, and is always found in regions that support normal oaks. Close inspection or a glancing Spot check (DC 15) will reveal a distorted, human-like face on the trunk of the tree, including knot-hole eyes and a gaping tooth-filled maw for a mouth.</p><p> The quickwood has impressive sensory capabilities. It has large organs that act as eyes, ears, and noses that are superior to the human norm. The tree has numerous tiny roots that it can spread out to sense approaching creatures. Its leaves act in the same capacity to detect movement of air, and pressure changes. The quickwood also has several (1d6+12) larger roots that can travel up to 90 feet away from the trunk of tree, through loose topsoil.</p><p> Quickwoods are also called spy trees, as they often serve as guardians for treasure or spies for other creatures. Creatures who can convince a quickwood to be friendly often place prized treasures within the quickwood's trunk orificie. Quickwoods acting as guardians for an area can make a hollow drumming noise that can be heard over a mile away, whenever intruders are spied. It is not known if spy trees have any other method of communication.</p><p></p><p>COMBAT</p><p>Spy trees are large and slow, and prefer to remain still and quiet to watch creatures in their area. Creatures that disturb or attempt to harm anything in the quickwood's territory will likely be attacked. Anyone trying to take treasure out of its mouth is certain to get bitten. The quickwood's main attack is with its roots, which can move at a rate of 30 feet per round. These roots are very strong, and can grapple any creatures weighing less than 1,000 pounds. The roots then draw hapless victims towards the mouth; this is the only way the tree can use its bite attack, unless a victim is touching the trunk already.</p><p> These massive roots are too strong to be broken, but have 10 hit points and can be severed by a slashing weapon. This damage does not count against the quickwood's main hit point total. The quickwood will only allow six of its roots to be severed in this way before it withdraws the other roots and flees.</p><p> Improved Grab (Ex): To use this ability, the quickwood must hit with one of its roots. If it gets a hold, its bite attack hits automatically in the next round and in subsequent rounds.</p><p> Channel Spells (Su): The quickwood has the ability to absorb the energy of spells and spell-like abilities, and channel it into a fear aura. The spellcaster must succeed at a Will save (DC 15) to affect the tree at all, otherwise the spell fails and the tree absorbs all of the energy. Either way, the quickwood causes fear in a radius of 10 feet per level of the spell cast. All spells that are directly intended to affect plants, as well as more poweful spells such as disintegrate and wish, are not subject to this effect. Spells that the quickwood is naturally immune to can be subject to this channelling, but do not harm the quickwood even if the caster makes his Will save.</p><p> Control Trees (Su): The will of a quickwood is strong, and it can exert its control over oak trees. The quickwood can possess 2d4 normal oaks within one mile, which will transform slightly to look more like the quickwood. These trees will grow sensory organs like the quickwood, and the spy tree uses these trees to gain information in the surrounding area. These trees do not become mobile, nor can they attack creatures.</p><p> Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.</p><p></p><p>The quickwood first appeared in the Monster Manual II (1983), then in the Ravenloft Monstrous Compendium MC10 (1991), and in the Monstrous Manual (1993).</p></blockquote><p></p>
[QUOTE="BOZ, post: 91927, member: 1241"] [b]QUICKWOOD[/b] Large Plant Hit Dice: 5d8+25 (47 hp) Initiative: -3 (Dex) Speed: 5 ft (with roots, 30 ft) AC: 15 (-1 size, -3 Dex, +9 natural) Attacks: 13-18 roots +9 melee, bite +4 melee Damage: Root 0 and grapple, bite 3d4+7 Face/Reach: 5 ft by 5 ft/10 ft Special Attacks: Improved grab Special Qualities: Plant, darkvision 120', tremorsense, channel spells, control trees, immune to fire, electricity, and gas Saves: Fort +9, Ref -2, Will +3 Abilities: Str 25, Dex 4, Con 20, Int 12, Wis 14, Cha 17 Climate/Terrain: Any forest Organization: Solitary or stand (2-4) Challenge Rating: 7 Treasure: None Alignment: Always neutral Advancement: 6-10 HD (Large); 11-15 HD (Huge) Quickwoods are sentient trees, similar in nature to treants. A quickwood appears as a great hardwood oak, and is always found in regions that support normal oaks. Close inspection or a glancing Spot check (DC 15) will reveal a distorted, human-like face on the trunk of the tree, including knot-hole eyes and a gaping tooth-filled maw for a mouth. The quickwood has impressive sensory capabilities. It has large organs that act as eyes, ears, and noses that are superior to the human norm. The tree has numerous tiny roots that it can spread out to sense approaching creatures. Its leaves act in the same capacity to detect movement of air, and pressure changes. The quickwood also has several (1d6+12) larger roots that can travel up to 90 feet away from the trunk of tree, through loose topsoil. Quickwoods are also called spy trees, as they often serve as guardians for treasure or spies for other creatures. Creatures who can convince a quickwood to be friendly often place prized treasures within the quickwood's trunk orificie. Quickwoods acting as guardians for an area can make a hollow drumming noise that can be heard over a mile away, whenever intruders are spied. It is not known if spy trees have any other method of communication. COMBAT Spy trees are large and slow, and prefer to remain still and quiet to watch creatures in their area. Creatures that disturb or attempt to harm anything in the quickwood's territory will likely be attacked. Anyone trying to take treasure out of its mouth is certain to get bitten. The quickwood's main attack is with its roots, which can move at a rate of 30 feet per round. These roots are very strong, and can grapple any creatures weighing less than 1,000 pounds. The roots then draw hapless victims towards the mouth; this is the only way the tree can use its bite attack, unless a victim is touching the trunk already. These massive roots are too strong to be broken, but have 10 hit points and can be severed by a slashing weapon. This damage does not count against the quickwood's main hit point total. The quickwood will only allow six of its roots to be severed in this way before it withdraws the other roots and flees. Improved Grab (Ex): To use this ability, the quickwood must hit with one of its roots. If it gets a hold, its bite attack hits automatically in the next round and in subsequent rounds. Channel Spells (Su): The quickwood has the ability to absorb the energy of spells and spell-like abilities, and channel it into a fear aura. The spellcaster must succeed at a Will save (DC 15) to affect the tree at all, otherwise the spell fails and the tree absorbs all of the energy. Either way, the quickwood causes fear in a radius of 10 feet per level of the spell cast. All spells that are directly intended to affect plants, as well as more poweful spells such as disintegrate and wish, are not subject to this effect. Spells that the quickwood is naturally immune to can be subject to this channelling, but do not harm the quickwood even if the caster makes his Will save. Control Trees (Su): The will of a quickwood is strong, and it can exert its control over oak trees. The quickwood can possess 2d4 normal oaks within one mile, which will transform slightly to look more like the quickwood. These trees will grow sensory organs like the quickwood, and the spy tree uses these trees to gain information in the surrounding area. These trees do not become mobile, nor can they attack creatures. Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits. The quickwood first appeared in the Monster Manual II (1983), then in the Ravenloft Monstrous Compendium MC10 (1991), and in the Monstrous Manual (1993). [/QUOTE]
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