Making a Were-Cactus - now with sample were-cactus, were-pine, and were-sequoia!

Ok, here's the were-pine and the were-sequoia. Tell me if my CRs and ECLs are totally off-base!

Were-pine, Human Form
Medium Plant
(Plant, Shapechanger)

Hit Dice: 2d8+6 (16 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 Dex, +4 natural, +2 leaf armor)
Base Attack/Grapple: +1/+3
Attack: Club +3 melee (1d6+2)
Full Attack: Club +3 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Alternate form, plant empathy, low-light vision, darkvision 60 ft., sustanence, bound to land
Saves: Fort +6, Ref +1, Will +2
Abilities: Str 15, Dex 13, Con 16, Int 10, Wis 14, Cha 8
Skills: Listen +4, Spot +7, Survival +7
Feats: Alertness

Were-pine, Hybrid Form
Medium Plant
(Plant, Shapechanger)

Hit Dice: 2d8+6 (16 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 19 (+1 Dex, +6 natural, +2 leaf armor)
Base Attack/Grapple: +1/+3
Attack: Club +3 melee (1d6+2) or slam +3 melee (1d6+3+1d4) or spines +2 ranged (1d6)
Full Attack: Slam +3 melee (1d4+3+1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spines
Special Qualities: Alternate form, plant empathy, low-light vision, darkvision 60 ft., sustanence, bound to land, immunity to cold nonlethal.
Saves: Fort +6, Ref +1, Will +2
Abilities: Str 15, Dex 13, Con 16, Int 10, Wis 14, Cha 8
Skills: Listen +4, Hide +1*, Spot +7, Survival +7
Feats: Alertness
---------------------------
Environment: Temperate or taiga forests or mountians
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

A humanoid stands before you, its skin thick, woody, and rough, covered with faint green spikes.

A were-pine is not a true lycanthrope, but rather an intelligent shape-shifting plant. Guardians of the cold forests, were-pines often assume pine tree form and keep watch on those that travel through their terrain. While most appear human, some were-pines can appear elven, dwarven, orcish, or even like a halfing or gnome. Such were-pines tend to have some traits of their “base race” (elven were-pines are more graceful, dwarven were-pines are tougher). This undoubtedly has given rise to the lycanthropic associations of the were-pine, though they cannot transmit their state in any way. The many “races” of were-pines just seems to be a reflection of whatever humanoid group is closest.

Alternate form (Su): A were-pine can assume the form of a Medium pine tree or a pine-humanoid. While in pine tree form the were-pine is indistinguishable from a normal pine tree, though they radiate faint transmutation magic. While in pine tree form they can be aware of their environment (though they may sleep in pine tree form). In pine tree form a were-pine cannot move or attack, and has an effective Dex of 1.

Plant Empathy (Ex): Communicates with intelligent plants, and +4 racial bonus on Charisma-based checks against intelligent plants. Is considered to be a plant by non-intelligent plants even in human or hybrid form.

Spines (Ex): 5/day a were-pine in hybrid form may fling some of his protective spines as a ranged weapon dealing 1d6 points of damage. In addition, anyone attacking a were-pine with a natural attack takes 1d4 points of damage, and during a grapple a were-pine automatically deals 1d4 points of damage per round the grapple is maintained (regardless of who started the grapple).

Sustenance (Ex): While in pine tree form a were-pine may draw enough food and water from the soil to avoid having to eat and drink in human form. Doing so takes 4 hours, and must be done in cold or temperate forest or mountainous environment with adequate sunlight (i.e. ideal environment for a pine tree). A were-pine only has to sleep 2 hours, which may be done in pine tree form while it’s “eating.” (But see Bound to Land.)

Bound to Land: When a were-pine is not in an area in which his type of plant grows naturally, they cannot "eat" or sleep in plant form, nor may they stay in plant form for more than an hour. If they spend more than a month away from their home terrain, they take a -2 to attacks, saves, and skill checks due to the stress of being in such a hostile environment.

Immunity to cold nonlethal: A were-pine never takes nonlethal damage from a cold environment.

Skills: A were-pine has a +8 bonus to Hide checks in cold forest or mountainous terrain while in hybrid form.

Leaf Armor: A were-pine fashions armor from thick dried leaves, mechanically it is identical to leather armor.

Were-sequoia, Human Form
Medium Plant
(Plant, Shapechanger)

Hit Dice: 6d8+18 (58 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 Dex, +4 natural, +2 leaf armor)
Base Attack/Grapple: +4/+8
Attack: Club +8 melee (1d6+4)
Full Attack: Club +8 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Alternate form, plant empathy, low-light vision, darkvision 60 ft., sustanence, bound to land
Saves: Fort +8, Ref +3, Will +4
Abilities: Str 19, Dex 13, Con 16, Int 10, Wis 14, Cha 8
Skills: Listen +7, Spot +10, Survival +12
Feats: Alertness, Skill focus (Survival), Improved Natural Attack (slam) [only available in hybrid form]

Were-sequoia, Hybrid Form
Large Plant
(Plant, Shapechanger)

Hit Dice: 6d8+18 (58 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 22 (+10 natural, +2 leaf armor)
Base Attack/Grapple: +2/+13
Attack: Club +9 melee (1d6+7) or slam +9 melee (2d6+10)
Full Attack: Slam +9 melee (2d6+10)
Space/Reach: 5 ft./5 ft./10 ft.
Special Attacks: --
Special Qualities: Alternate form, plant empathy, low-light vision, darkvision 60 ft., sustenance, bound to land, immunity to cold nonlethal.
Saves: Fort +9, Ref +1, Will +3
Abilities: Str 25, Dex 11, Con 20, Int 10, Wis 14, Cha 8
Skills: Listen +7, Hide +0*, Spot +10, Survival +12
Feats: Alertness, Skill focus (Survival), Improved Natural Attack (slam)
---------------------------
Environment: Warm forests
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +6

A massive humanoid stands before you, its reddish skin thick, fibrous, and woody. Thins leaves are interspersed with its hair.

A were-sequoia (or were-redwood) is not a true lycanthrope, but rather an intelligent shape-shifting plant. Guardians of the warm forests, were-sequoia often assume sequoia form and keep watch on those that travel through their terrain. While most appear to by like ogres, some were-sequoia can appear to be like trolls, large orcs, or large bugbears. Such were-sequoia tend to have some traits of their “base race” (troll were-sequoia might have regeneration 1 for example). This undoubtedly has given rise to the lycanthropic associations of the were-sequoia, though they cannot transmit their state in any way. The many “races” of were-sequoia just seems to be a reflection of whatever humanoid group is closest.

Alternate form (Su): A were-sequoia can assume the form of a Colossal sequoia or a Large sequoia-humanoid. While in sequoia form the were-sequoia is indistinguishable from a normal sequoia, though they radiate faint transmutation magic. While in sequoia form they can be aware of their environment (though they may sleep in sequoia form). In sequoia form a were-sequoia cannot move or attack, and has an effective Dex of 1.

Plant Empathy (Ex): Communicates with intelligent plants, and +4 racial bonus on Charisma-based checks against intelligent plants. Is considered to be a plant by non-intelligent plants even in human or hybrid form.

Sustenance (Ex): While in sequoia form a were-sequoia may draw enough food and water from the soil to avoid having to eat and drink in human form. Doing so takes 4 hours, and must be done in a warm forest environment with adequate sunlight (i.e. ideal environment for a sequoia). A were-sequoia only has to sleep 2 hours, which may be done in sequoia form while it’s “eating.” (But see Bound to Land.)

Bound to Land: When a were-sequoia is not in an area in which his type of plant grows naturally, they cannot "eat" or sleep in plant form, nor may they stay in plant form for more than an hour. If they spend more than a month away from their home terrain, they take a -2 to attacks, saves, and skill checks due to the stress of being in such a hostile environment.

Skills: A were-sequoia has a +8 bonus to Hide checks in warm forest terrain while in hybrid form.

Leaf Armor: A were-sequoia fashions armor from thick dried leaves, mechanically it is identical to leather armor.
 
Last edited:

log in or register to remove this ad

cool - but I think you should delete the dwarf/gnome/halfling reference from Were-Sequoia (perhaps add in Ogre and Troll) instead. - just having a gnome transform into a large hybrid were-sequoia is well eeeew
 

Were-Sequoia: 6 HD or 4 HD? CR 5 seems too high -- it has no special attacks, and Plant HD aren't all that great. CR 3 seems the highest it could be IMHO -- consider the Ogre, plus Plant Traits. I also think that Large size means that their LA should be at least +2 (not +7 ;) ).

Were-Pine: CR 2? Really? It's tougher than a Troglodyte? I think that it should be CR 1. The LA seems fine.

-- N
 

My only suggestion would be to get rid of the Low-Light Vision and Darkvision (it's a plant, why would they automatically get good vision abilities?), and replace them with Blindsight. Thematically, they'd be able to detect anything that went into the area their roots or branches cover, but for consistency you should just call it 60' or something.
 

Well, plants automatically get low-light vision, but I thought that "traveling" plants like this would have low-light vision too, particularly if some would rather travel at night.

I did some tinkering to the CRs and LAs. How are they looking now?
 

Isida Kep'Tukari said:
I did some tinkering to the CRs and LAs. How are they looking now?

Plants with Low-Light Vision are good. Darkvision is not appropriate, except for were-fungi.

CR: look better now.

LA: I'd only give +1 or +2 LA for the Were-Pine, and +2 or +3 for the Were-Sequoia. Ogres only have LA +2 after all.

-- N
 

Pets & Sidekicks

Remove ads

Top