My next project (#4)!

Wolverines fly into an auto-rage when they deal damage, right?

I can understand the higher Fort save (yeah, we do want them to explode), but I think that a slight damage increase is still a good idea (1d6, maybe?). If you want it still to be poppable from spells, change "spells that deal damage" to "takes hit point damage from a spell".

Demiurge out.
 

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1d6 is fine.

yes, the wolverine is an auto-rage when it gets hit. i was thinking that there must be a creature or PrC that has a save (DC 10 + damage dealt or something like that) to rage when it gets hit in combat. it wasn't frenzied berserker from complete warrior, so it must be something else...?
 


rats. ;) how about then:

Explode (Ex): Any time a SPHERE is hit by a piercing or slashing weapon or by a spell that deals damage, the SPHERE must succeed on a Fortitude save (DC = 10 +1/2 the damage dealt) or explode violently. This explosion immediately kills the SPHERE and deals 1d6 points of damage to all creatures within 5 feet (Reflex DC 12 half). The save DC is Constitution-based.
 

That looks good. But does the explosion of one SPHERE trigger the explosions of others? It seems to imply "no", but I'm not sure.

Demiurge out.
 

i like the way you think! :D consider it added, and we're moving on.

#69
maybe that reach pertains to the slam attacks?

Needs three feats.

Medium-Size Plant
Hit Dice: 6d8+6(33hp)
Initiative: +3 (Dex)
Speed: 30 ft.
AC: 14 ( + 3 Dex,+1 natural)
Attacks: 3 slams +6 melee, or by weapon + 6 melee
Damage: Slam ld6 + 2 melee, or by weapon
Face/Reach: 5 ft. by 5 ft./lOft.
Special Attacks: Improved grab, constrict, rend, fire seeds
Special Qualities: Darkvision 60 ft., plant
Saves: Fort+6, Ref+5, Will+2
Abilities: Str 14, Dex 16, Con 13, Int 6, Wis 11, Cha 2
Skills: Climb+9, Hide+10, Listen +7, Move Silently+10
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 7-12 HD (Medium-size), 13-18 HD (Large)
A PUMPKINHEAD is an animated plant crea¬ture brought to life by a combination of druidic magic and fey sprits. It is a roughly humanoid shaped tangle of vines and leaves, with a large pumpkin for its head. The pumpkin-head bears a leer¬ing face that appears to have been carved there, and it glows from inside with an eldritch fire. The nature of the face generally reflects the alignment of the animating spirit.
COMBAT
A PUMPKINHEAD attacks with its many ten¬drils, rending and tearing at its prey; a given PUMPKINHEAD has one tendril strong enough for attacking for every 2 HD it possesses. Occa¬sionally, a PUMPKINHEAD is armed with a pitchfork or scythe.
Improved Grab (Ex): A PUMPKINHEAD that hits a Medium-size or smaller opponent with at least two slam attacks in a single round can choose either to constrict or rend the oppo¬nent. The PUMPKINHEAD has a grapple bonus of+6.
Constrict (Ex): A PUMPKINHEAD that hits with at least two slam attacks on a single opponent deals automatic slam damage every round to a grappled op¬ponent.
Rend (Ex): A PUMPKINHEAD that hits with at least two slam attacks on a single opponent deals 2d6 + 3 points of damage as it wrenches and tears the flesh.
Fire Seeds (Su): Once per day, as the spell cast by an llth-level druid. The PUMPKINHEAD can only make use of the first version of this spell, and it cast the spell on its own pumpkin seeds rather than acorns.
CREATING A PUMPKINHEAD
To create a PUMPKINHEAD, the caster must be a druid of at least llth-level. Creating a PUMPKINHEAD in¬volves placing a single pumpkin seed into the mouth of a corpse and burying the corpse in an open field. The body must be that of a hu¬manoid of at least 6th-level; the PUMPKINHEAD has the same HD and align¬ment as the humanoid did in life. Once the body is buried, the creator must cast control plants, awaken, summon nature’s ally IV, and fire seeds — in that or¬der.
The pumpkin plant that grows from the corpse must be carefully nur¬tured and tended, requiring a Profession (farmer) check (DC 15). The Profession (farming) check does not need to be made by the creator. Several pumpkins will grow on the vine, one of which will contain the es¬sence of the nature spirit that will even¬tually animate the plant. The creator must make a Knowledge (nature) check (DC 20) to determine which pumpkin holds the essence — all others must be picked off the vine and discarded. By harvest time, if the creator chose the right pumpkin, the PUMPKINHEAD animates and seeks out is creator for instructions.
 

The extended reach is probably because of its vine-like tendril-arms. How about Weapon Finesse, Improved Initiative and either Stealthy or Power Attack (whether you want to emphasize its bruiser or its stalking capabilities).

Demiurge out.
 

not so sure about weapon finesse... i usually reserve that one for when the difference in the attack bonus would be more than +1.
 

I feel that every +1 is a +1 that counts. Still, if you want to go for something else, why not drop Weapon Finesse and then use Power Attack and Stealthy? Or maybe if you wanted to be cruel, add Point Blank Shot for the fire seeds (incidentally, the ranged touch attack should be in the stat block, since it'd come up).

Demiurge out.
 


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