Chaoszero
First Post
This is a long post; I'm sorry. If you're one of my players.. STOP READING!
I am running an overgrown castle in my game and the main opponents are the overgrown plants themselves. There is a single master plant (behemoth) that has grown its tendrils (deathflowers) into other parts of the castle.
The plan is that the main boss is unable to be reached in its underground chamber unless its tendrils are first cut, each in one of three separate rooms.
Fangvine Deathflower Level 4 Elite Controller
Medium natural animate (plant) XP 350
Initiative 3 Senses Perception +4; blindsight
HP 112; Bloodied 56
AC 20; Fortitude 19, Reflex 15, Will 18
Speed 1
Action Points 1
Vine Whip (standard; at-will)
+9 AC; 1d6 + 4 damage.
Vicious Vines (standard; encounter)
Close burst 5; targets enemies; +8 vs reflex; the target is grabbed and takes ongoing 10 damage (save ends both).
Alignment Unaligned Languages -
Str 18 (+6) Dex 13 (+3) Wis 15 (+4)
Con 16 (+5) Int 3 (-2) Cha 12 (+3)
Fangvine Behemoth Level 5 Elite Brute
Huge natural animate (plant) XP 400
Initiative +4 Senses Perception +4; blindsight
Grasping Thorns aura 1; enemies treat the area within the aura as difficult terrain; at the start of the fangvine behemoth’s turn enemies within the aura take 3 damage.
HP 152; Bloodied 76
AC 19; Fortitude 20, Reflex 16, Will 19
Speed 2 (forest walk)
Action points 1
Bite (standard; at-will)
Reach 4; +8 vs AC; 1d10 + 4 damage, and the opponent is pulled 2 squares.
Tendril Wrap (standard; sustain standard; at-will)
+6 vs reflex; 1d6 +4 damage; and the target is grabbed (until escape). A target trying to escape the grab takes a -4 to the check. The fangvine behemoth can sustain the power as a standard action, dealing 2d8 + 4 damage and maintaining the grab.
Threatening Reach
A fangvine behemoth can make opportunity attacks against all enemies within its reach (4 squares).
Rooted
When an effect forces a fangvine behemoth to move-through a pull, push or a slide-the fangvine behemoth moves 1 square less than the effect specifies. When an attack would knock the fangvine behemoth prone, the fangvine behemoth can roll a saving throw to avoid falling prone.
Alignment Unaligned Languages -
Skills Stealth +8
Str 18 (+6) Dex 13 (+3) Wis 15 (+4)
Con 16 (+5) Int 3 (-2) Cha 12 (+3)
Fangvine Chomper Level 1 Brute
Medium natural animate (plant) XP 100
Initiative +1 Senses Perception +1; blindsight
HP 35; Bloodied 17
AC 13; Fortitude 15, Reflex 13, Will 12
Speed 2 (forest walk)
Bite (standard; at-will)
Reach 2; +4 vs AC; 1d6 + 3 damage.
Rooted
When an effect forces a fangvine to move-through a pull, push or a slide-the fangvine moves 1 square less than the effect specifies. When an attack would knock the fangvine prone, the fangvine can roll a saving throw to avoid falling prone.
Alignment Unaligned Languages -
Skills Stealth +6
Str 17 (+3) Dex 12 (+1) Wis 10 (+0)
Con 15 (+2) Int 3 (-4) Cha 10 (+0)
The three deathflowers are to be fought with 4 "chompers" (see above) for a lvl3 encounter each and I haven't finished building the encounter with the behemoth though I am aiming for a lvl5 encounter. The idea of the deathflower is to open with the encounter, grab everybody and pull them through briars in the room towards it, doing damage both by the ongoing and by the briars themselves. (Moving through them does 1d4 + 4 damage)
I already ran one of the deathflower encounters yeasterday and it was unexeptional. First, I think a faster speed for the deathflower is in order, or a recharge on its encounter, or a ranged ability to pull. It opened with the encounter and nobody was grabbed except the party dwarf and he escaped the next save.
What should I do?
I am running an overgrown castle in my game and the main opponents are the overgrown plants themselves. There is a single master plant (behemoth) that has grown its tendrils (deathflowers) into other parts of the castle.
The plan is that the main boss is unable to be reached in its underground chamber unless its tendrils are first cut, each in one of three separate rooms.
Fangvine Deathflower Level 4 Elite Controller
Medium natural animate (plant) XP 350
Initiative 3 Senses Perception +4; blindsight
HP 112; Bloodied 56
AC 20; Fortitude 19, Reflex 15, Will 18
Speed 1
Action Points 1

+9 AC; 1d6 + 4 damage.

Close burst 5; targets enemies; +8 vs reflex; the target is grabbed and takes ongoing 10 damage (save ends both).
Alignment Unaligned Languages -
Str 18 (+6) Dex 13 (+3) Wis 15 (+4)
Con 16 (+5) Int 3 (-2) Cha 12 (+3)
Fangvine Behemoth Level 5 Elite Brute
Huge natural animate (plant) XP 400
Initiative +4 Senses Perception +4; blindsight
Grasping Thorns aura 1; enemies treat the area within the aura as difficult terrain; at the start of the fangvine behemoth’s turn enemies within the aura take 3 damage.
HP 152; Bloodied 76
AC 19; Fortitude 20, Reflex 16, Will 19
Speed 2 (forest walk)
Action points 1

Reach 4; +8 vs AC; 1d10 + 4 damage, and the opponent is pulled 2 squares.

+6 vs reflex; 1d6 +4 damage; and the target is grabbed (until escape). A target trying to escape the grab takes a -4 to the check. The fangvine behemoth can sustain the power as a standard action, dealing 2d8 + 4 damage and maintaining the grab.
Threatening Reach
A fangvine behemoth can make opportunity attacks against all enemies within its reach (4 squares).
Rooted
When an effect forces a fangvine behemoth to move-through a pull, push or a slide-the fangvine behemoth moves 1 square less than the effect specifies. When an attack would knock the fangvine behemoth prone, the fangvine behemoth can roll a saving throw to avoid falling prone.
Alignment Unaligned Languages -
Skills Stealth +8
Str 18 (+6) Dex 13 (+3) Wis 15 (+4)
Con 16 (+5) Int 3 (-2) Cha 12 (+3)
Fangvine Chomper Level 1 Brute
Medium natural animate (plant) XP 100
Initiative +1 Senses Perception +1; blindsight
HP 35; Bloodied 17
AC 13; Fortitude 15, Reflex 13, Will 12
Speed 2 (forest walk)

Reach 2; +4 vs AC; 1d6 + 3 damage.
Rooted
When an effect forces a fangvine to move-through a pull, push or a slide-the fangvine moves 1 square less than the effect specifies. When an attack would knock the fangvine prone, the fangvine can roll a saving throw to avoid falling prone.
Alignment Unaligned Languages -
Skills Stealth +6
Str 17 (+3) Dex 12 (+1) Wis 10 (+0)
Con 15 (+2) Int 3 (-4) Cha 10 (+0)
The three deathflowers are to be fought with 4 "chompers" (see above) for a lvl3 encounter each and I haven't finished building the encounter with the behemoth though I am aiming for a lvl5 encounter. The idea of the deathflower is to open with the encounter, grab everybody and pull them through briars in the room towards it, doing damage both by the ongoing and by the briars themselves. (Moving through them does 1d4 + 4 damage)
I already ran one of the deathflower encounters yeasterday and it was unexeptional. First, I think a faster speed for the deathflower is in order, or a recharge on its encounter, or a ranged ability to pull. It opened with the encounter and nobody was grabbed except the party dwarf and he escaped the next save.
What should I do?