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JiCi's Beastiary [updated January 2nd 2007]
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<blockquote data-quote="JiCi" data-source="post: 3205820" data-attributes="member: 40121"><p>Next: a new kind of carnivorous plant</p><p></p><p><strong><span style="color: Red">Sylvan Maw Seed</span></strong> <strong>CR 1</strong></p><p>Usually N Tiny plant</p><p><strong>Init</strong> +5; <strong>Senses</strong>: low-light vision, tremorsense 15 ft.; Listen +2, Spot +2</p><p><strong>Languages</strong>: --</p><p><strong>AC</strong> 14, touch 13, flat-footed 13</p><p> (+2 size, +1 dex, +1 natural)</p><p><strong>hp</strong> 5 (1 HD); Fast Healing 1</p><p><strong>Immune</strong> all mind-affecting effects, poison, sleep effects, paralysis, polymorph, stunning and critical hits;</p><p><strong>Weakness</strong> vulnerability to fire</p><p><strong>Fort</strong> +2, <strong>Ref</strong> +1, <strong>Will</strong> +0</p><p><strong>Speed</strong> 10 ft. (2 squares), burrow 5 ft.</p><p><strong>Melee</strong> Bite +3 (1d3-2)</p><p><strong>Space</strong> 2-1/2 ft.; <strong>Reach</strong> 0 ft.</p><p><strong>Base Atk</strong> +0; <strong>Grp</strong> -10</p><p><strong>Atk Options</strong> --</p><p><strong>Special Actions</strong> --</p><p><strong>Abilities</strong> Str 6, Dex 12, Con 10, Int 3, Wis 10, Cha 6</p><p><strong>SQ</strong> --</p><p><strong>Feats</strong> Weapon Finesse (B), Improved Initiative</p><p><strong>Skills</strong> Hide +19*, Listen +2, Spot +2</p><p>A sylvan maw gains a +10 racial bonus to Hide in forest terrains.</p><p><strong>Advancement</strong> 2-4 HD (Tiny)</p><p></p><p><strong><span style="color: Red">Sylvan Maw Sapling</span></strong> <strong>CR 3</strong></p><p>Usually N Small plant</p><p><strong>Init</strong> +6; <strong>Senses</strong>: low-light vision, tremorsense 30 ft.; Listen +4, Spot +4</p><p><strong>Languages</strong>: --</p><p><strong>AC</strong> 16, touch 13, flat-footed 14</p><p> (+1 size, +2 dex, +3 natural)</p><p><strong>hp</strong> 27 (5 HD); Fast Healing 3</p><p><strong>Immune</strong> all mind-affecting effects, poison, sleep effects, paralysis, polymorph, stunning and critical hits;</p><p><strong>Weakness</strong> vulnerability to fire</p><p><strong>Fort</strong> +5, <strong>Ref</strong> +3, <strong>Will</strong> +1</p><p><strong>Speed</strong> 20 ft. (4 squares), burrow 10 ft.</p><p><strong>Melee</strong> Bite +6 (1d6+2 plus poison)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +3; <strong>Grp</strong> +0</p><p><strong>Atk Options</strong> --</p><p><strong>Special Actions</strong> poison (injury, DC 14, 1d4 str/1d4 str) </p><p><strong>Abilities</strong> Str 12, Dex 14, Con 12, Int 3, Wis 10, Cha 6</p><p><strong>SQ</strong> --</p><p><strong>Feats</strong> Weapon Finesse (B), Improved Initiative, Improved Natural Attack (bite)</p><p><strong>Skills</strong> Hide +16*, Listen +4, Spot +4</p><p> A sylvan maw gains a +10 racial bonus to Hide in forest terrains.</p><p><strong>Advancement</strong> 6-9 HD (Small); 10-12 HD (Medium); 13-15 HD (Large)</p><p></p><p><strong><span style="color: Red">Sylvan Maw Elder</span></strong> <strong>CR 12</strong></p><p>Usually N Huge plant</p><p><strong>Init</strong> +4; <strong>Senses</strong>: low-light vision, tremorsense 60 ft.; Listen +10, Spot +11</p><p><strong>Languages</strong>: --</p><p><strong>AC</strong> 24, touch 8, flat-footed 24</p><p> (-2 size, +16 natural)</p><p><strong>hp</strong> 136 (16 HD); Fast Healing 6 <strong>DR</strong> 5/--</p><p><strong>Immune</strong> all mind-affecting effects, poison, sleep effects, paralysis, polymorph, stunning and critical hits;</p><p><strong>Weakness</strong> vulnerability to fire</p><p><strong>Fort</strong> +14, <strong>Ref</strong> +5, <strong>Will</strong> +5</p><p><strong>Speed</strong> 30 ft. (6 squares), burrow 15 ft.</p><p><strong>Melee</strong> Bite +20 (3d6+15 plus poison)</p><p><strong>Space</strong> 15 ft.; <strong>Reach</strong> 20 ft.</p><p><strong>Base Atk</strong> +12; <strong>Grp</strong> +30</p><p><strong>Atk Options</strong> Improved Grab, Swallow Whole, power attack, awesome blow</p><p><strong>Special Actions</strong> poison (injury, DC 24, 1d8 str/1d8 str) </p><p><strong>Abilities</strong> Str 30, Dex 10, Con 18, Int 3, Wis 10, Cha 6</p><p><strong>SQ</strong> --</p><p><strong>Feats</strong> Improved Initiative, Improved Natural Attack (bite), Ability Focus (poison), Power Attack, Cleave, Awesome blow</p><p><strong>Skills</strong> Hide +2*, Listen +10, Spot +11</p><p> A sylvan maw gains a +10 racial bonus to Hide in forest terrains.</p><p><strong>Advancement</strong> 6-9 HD (Small); 10-12 HD (Medium); 13-15 HD (Large)</p><p><strong>Improved Grab (Ex)</strong> If the sylvan maw elder hits with its bite, it may start a grapple without provoking attacks of opportunity as a free action. If it gets a hold, it can try to swallow its target the next round.</p><p><strong>Swallow Whole (Ex)</strong> A sylvan maw elder can try to swallow a grabbed opponent by making a successful grapple check. Once inside the plant’s mass, the opponent must succeed on a DC 24 Fortitude save or be poisoned by the maw’s juices. Furthermore, the creature takes 2d6 points of acid damage per round. A new save is required each round inside the plant. The save DC is Constitution-based, same as the poison.</p><p>A swallowed creature can climb out of the mass with a successful grapple check. This returns it to the plant’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the sylvan maw’s interior (AC 17). Once the creature exits, the sylvan maw’s muscular actions close the hole; another swallowed opponent must cut its own way out.</p><p>A sylvan maw’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.</p><p></p><p><em>A mass of knotted vines crawls toward you. The mass walks on 3 tentacle-like appendages made out of vine. On its top rests a large toothy may with two dark orbs, staring at you.</em></p><p></p><p>A sylvan maw is a dangerous forest carnivore that slowly prowls through the bushes and trees in search for preys. Its ropy body allows it to hide without much difficulty. Many travelers have mistaken a sylvan maw’s tentacle-like leg for an assassin vine, before getting scooped by this plant.</p><p></p><p><strong>Strategies and Tactics</strong></p><p>A sylvan maw, regardless of its stage, attacks from ambush, either from underground or from thick overgrowth. It bites relentlessly, weakening its foes and, if it can, swallow and slowly digest its prey. Merely more intelligent than animals, it fights according to instinct, rather than strategy. Unless severely injured, it will not retreat until its prey, or foes, die on the spot.</p><p></p><p><strong>Encounters</strong></p><p>Sylvan maw elders are generally encountered alone, but seeds stay and help each others and use their numbers to overcome obstacles. Saplings can be seen in pairs or trios.</p><p><strong>Seed ground (CR 3)</strong> It has been 6 years since a sapling projected its seeds. Four sylvan maw seeds are scavenging through the area for intruders.</p><p></p><p><strong>Ecology</strong></p><p>A sylvan maw lives in dense forests, living a solitary live. It reproduces itself by seed once every 4 years, leaving 1d6 seeds. Each seed takes 4 years to grow into sentient seeds, 4 years into sapling and a 20 years span to become an elder. Seeds stay together for the time being until maturity.</p><p></p><p>Many fey and sylvan creatures avoid sylvan maw territories, and a few of them lead hunting groups to eradicate these plants. Treants, shambling mounts and tentriculoses mainly get into fights with sylvan maws for food and territories. </p><p></p><p><strong>Environment</strong></p><p>Sylvan maws are native from temperate forests, away from civilization.</p><p><strong>Typical Physical Characteristics</strong></p><p>A sylvan maw seed is about 1.5 feet high and weighs about 10 lbs. It has dark brown bark covered by dark green vines. It has a semi-circular maw filled with sharp teeth. Behind its maw are 2 featureless black orbs for eyes.</p><p><strong>Alignment</strong></p><p>Sylvan maws are usually neutral. These plants rely more on instinct than intelligence to reason.</p></blockquote><p></p>
[QUOTE="JiCi, post: 3205820, member: 40121"] Next: a new kind of carnivorous plant [B][COLOR=Red]Sylvan Maw Seed[/COLOR][/B] [B]CR 1[/B] Usually N Tiny plant [B]Init[/B] +5; [B]Senses[/B]: low-light vision, tremorsense 15 ft.; Listen +2, Spot +2 [B]Languages[/B]: -- [B]AC[/B] 14, touch 13, flat-footed 13 (+2 size, +1 dex, +1 natural) [B]hp[/B] 5 (1 HD); Fast Healing 1 [B]Immune[/B] all mind-affecting effects, poison, sleep effects, paralysis, polymorph, stunning and critical hits; [B]Weakness[/B] vulnerability to fire [B]Fort[/B] +2, [B]Ref[/B] +1, [B]Will[/B] +0 [B]Speed[/B] 10 ft. (2 squares), burrow 5 ft. [B]Melee[/B] Bite +3 (1d3-2) [B]Space[/B] 2-1/2 ft.; [B]Reach[/B] 0 ft. [B]Base Atk[/B] +0; [B]Grp[/B] -10 [B]Atk Options[/B] -- [B]Special Actions[/B] -- [B]Abilities[/B] Str 6, Dex 12, Con 10, Int 3, Wis 10, Cha 6 [B]SQ[/B] -- [B]Feats[/B] Weapon Finesse (B), Improved Initiative [B]Skills[/B] Hide +19*, Listen +2, Spot +2 A sylvan maw gains a +10 racial bonus to Hide in forest terrains. [B]Advancement[/B] 2-4 HD (Tiny) [B][COLOR=Red]Sylvan Maw Sapling[/COLOR][/B] [B]CR 3[/B] Usually N Small plant [B]Init[/B] +6; [B]Senses[/B]: low-light vision, tremorsense 30 ft.; Listen +4, Spot +4 [B]Languages[/B]: -- [B]AC[/B] 16, touch 13, flat-footed 14 (+1 size, +2 dex, +3 natural) [B]hp[/B] 27 (5 HD); Fast Healing 3 [B]Immune[/B] all mind-affecting effects, poison, sleep effects, paralysis, polymorph, stunning and critical hits; [B]Weakness[/B] vulnerability to fire [B]Fort[/B] +5, [B]Ref[/B] +3, [B]Will[/B] +1 [B]Speed[/B] 20 ft. (4 squares), burrow 10 ft. [B]Melee[/B] Bite +6 (1d6+2 plus poison) [B]Space[/B] 5 ft.; [B]Reach[/B] 5 ft. [B]Base Atk[/B] +3; [B]Grp[/B] +0 [B]Atk Options[/B] -- [B]Special Actions[/B] poison (injury, DC 14, 1d4 str/1d4 str) [B]Abilities[/B] Str 12, Dex 14, Con 12, Int 3, Wis 10, Cha 6 [B]SQ[/B] -- [B]Feats[/B] Weapon Finesse (B), Improved Initiative, Improved Natural Attack (bite) [B]Skills[/B] Hide +16*, Listen +4, Spot +4 A sylvan maw gains a +10 racial bonus to Hide in forest terrains. [B]Advancement[/B] 6-9 HD (Small); 10-12 HD (Medium); 13-15 HD (Large) [B][COLOR=Red]Sylvan Maw Elder[/COLOR][/B] [B]CR 12[/B] Usually N Huge plant [B]Init[/B] +4; [B]Senses[/B]: low-light vision, tremorsense 60 ft.; Listen +10, Spot +11 [B]Languages[/B]: -- [B]AC[/B] 24, touch 8, flat-footed 24 (-2 size, +16 natural) [B]hp[/B] 136 (16 HD); Fast Healing 6 [B]DR[/B] 5/-- [B]Immune[/B] all mind-affecting effects, poison, sleep effects, paralysis, polymorph, stunning and critical hits; [B]Weakness[/B] vulnerability to fire [B]Fort[/B] +14, [B]Ref[/B] +5, [B]Will[/B] +5 [B]Speed[/B] 30 ft. (6 squares), burrow 15 ft. [B]Melee[/B] Bite +20 (3d6+15 plus poison) [B]Space[/B] 15 ft.; [B]Reach[/B] 20 ft. [B]Base Atk[/B] +12; [B]Grp[/B] +30 [B]Atk Options[/B] Improved Grab, Swallow Whole, power attack, awesome blow [B]Special Actions[/B] poison (injury, DC 24, 1d8 str/1d8 str) [B]Abilities[/B] Str 30, Dex 10, Con 18, Int 3, Wis 10, Cha 6 [B]SQ[/B] -- [B]Feats[/B] Improved Initiative, Improved Natural Attack (bite), Ability Focus (poison), Power Attack, Cleave, Awesome blow [B]Skills[/B] Hide +2*, Listen +10, Spot +11 A sylvan maw gains a +10 racial bonus to Hide in forest terrains. [B]Advancement[/B] 6-9 HD (Small); 10-12 HD (Medium); 13-15 HD (Large) [B]Improved Grab (Ex)[/B] If the sylvan maw elder hits with its bite, it may start a grapple without provoking attacks of opportunity as a free action. If it gets a hold, it can try to swallow its target the next round. [B]Swallow Whole (Ex)[/B] A sylvan maw elder can try to swallow a grabbed opponent by making a successful grapple check. Once inside the plant’s mass, the opponent must succeed on a DC 24 Fortitude save or be poisoned by the maw’s juices. Furthermore, the creature takes 2d6 points of acid damage per round. A new save is required each round inside the plant. The save DC is Constitution-based, same as the poison. A swallowed creature can climb out of the mass with a successful grapple check. This returns it to the plant’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the sylvan maw’s interior (AC 17). Once the creature exits, the sylvan maw’s muscular actions close the hole; another swallowed opponent must cut its own way out. A sylvan maw’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents. [I]A mass of knotted vines crawls toward you. The mass walks on 3 tentacle-like appendages made out of vine. On its top rests a large toothy may with two dark orbs, staring at you.[/I] A sylvan maw is a dangerous forest carnivore that slowly prowls through the bushes and trees in search for preys. Its ropy body allows it to hide without much difficulty. Many travelers have mistaken a sylvan maw’s tentacle-like leg for an assassin vine, before getting scooped by this plant. [B]Strategies and Tactics[/B] A sylvan maw, regardless of its stage, attacks from ambush, either from underground or from thick overgrowth. It bites relentlessly, weakening its foes and, if it can, swallow and slowly digest its prey. Merely more intelligent than animals, it fights according to instinct, rather than strategy. Unless severely injured, it will not retreat until its prey, or foes, die on the spot. [B]Encounters[/B] Sylvan maw elders are generally encountered alone, but seeds stay and help each others and use their numbers to overcome obstacles. Saplings can be seen in pairs or trios. [B]Seed ground (CR 3)[/B] It has been 6 years since a sapling projected its seeds. Four sylvan maw seeds are scavenging through the area for intruders. [B]Ecology[/B] A sylvan maw lives in dense forests, living a solitary live. It reproduces itself by seed once every 4 years, leaving 1d6 seeds. Each seed takes 4 years to grow into sentient seeds, 4 years into sapling and a 20 years span to become an elder. Seeds stay together for the time being until maturity. Many fey and sylvan creatures avoid sylvan maw territories, and a few of them lead hunting groups to eradicate these plants. Treants, shambling mounts and tentriculoses mainly get into fights with sylvan maws for food and territories. [B]Environment[/B] Sylvan maws are native from temperate forests, away from civilization. [B]Typical Physical Characteristics[/B] A sylvan maw seed is about 1.5 feet high and weighs about 10 lbs. It has dark brown bark covered by dark green vines. It has a semi-circular maw filled with sharp teeth. Behind its maw are 2 featureless black orbs for eyes. [B]Alignment[/B] Sylvan maws are usually neutral. These plants rely more on instinct than intelligence to reason. [/QUOTE]
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