My next project (#4)!

how are these sections?

Fire Seeds (Su): Once per day, as the spell cast by an 11th-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 11th-level. Creating a PUMPKINHEAD involves 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 humanoid of at least 6th-level; the PUMPKINHEAD has the same HD and alignment 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 order.
The pumpkin plant that grows from the corpse must be carefully nurtured 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 essence of the nature spirit that will eventually 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.
 

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The creation method I like. It's a bit unorthodox, but very flavorful.

As for the fire seeds...

Fire Seeds (Sp): Once per day, a PUMPKINHEAD can use the acorn grenades ability of the fire seeds spell, as a 11th level caster, using its own seeds as the material component instead of acorns.

But the caster level should go way down. 11th level caster = one 11d6 ranged touch attack = dead 4th level character. Either reduce the caster level to something dangerous but managable (like equal to HD) or stipulate that a PUMPKINHEAD must divide up the damage from the spell-like ability so that it can deal no more dice of damage from a single missile than its own Hit Dice.

Demiurge out.
 

since it's a CR 3 critter, i will go with CL 3. you're right - that is way too deadly!

here's how he's looking now:

Medium Plant
Hit Dice: 6d8+6 (33 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +4/+6
Attack: Slam +6 melee (1d6+2) or scythe + 6 melee (2d4+3/x4)
Full Attack: 3 slams +6 melee (1d6+2) or scythe + 6 melee (2d4+3/x4) or fire seeds +7 ranged touch
Space/Reach: 5 ft./5 ft. (10 ft. with slam)
Special Attacks: Constrict 1d6+2, fire seeds, improved grab, rend
Special Qualities: Darkvision 60 ft., low-light vision, plant traits
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 14, Dex 16, Con 13, Int 6, Wis 11, Cha 2
Skills: Climb +4, Hide +5, Listen +2, Move Silently +5
Feats: Improved Initiative, Power Attack, Stealthy

Environment: Any land
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 7-12 HD (Medium), 13-18 HD (Large)
Level Adjustment: ?

A PUMPKINHEAD is an animated plant creature 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 leering 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 tendrils, rending and tearing at its prey; a given PUMPKINHEAD has one tendril strong enough for attacking for every 2 HD it possesses. Occasionally, a PUMPKINHEAD is armed with a pitchfork or scythe.
Constrict (Ex): A PUMPKINHEAD deals automatic slam damage with a successful grapple check.
Fire Seeds (Sp): Once per day, a PUMPKINHEAD can use the acorn grenades ability of the fire seeds spell (caster level 3rd), using its own seeds as the material component instead of acorns.
Improved Grab (Ex): To use this ability, a PUMPKINHEAD must hit a Medium or smaller creature with at least two slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Rend (Ex): If a PUMPKINHEAD hits with at least two slam attacks, it latches onto the opponent?s body and tears the flesh. This attack automatically deals an additional 2d6+3 points of damage.
 

A few things.
1) I thought we were giving him PBS instead of Power Attack. Either works, though.
2) The rend damage should be included in the SA block as well as in the descriptive text.
3) Shouldn't the PUMPKINHEAD get another slam attack at +1 when it wields a scythe? It has three tendrils, after all.

Demiurge out.
 

you make excellent points on all of these, and i forgot to fix the feat. good thing i reposted...

OK, next - going batty!

#70
Large Magical Beast
HitDice: 4dlO+12(34hp)
Initiative: +6(Dex)
Speed: 20ft., fly 40ft. (good)
AC: 18(-lsize,+6Dex,+3natural)
Attacks: Bite +9 melee
Damage: Bite ld8+4
Face/Reach: 10ft. by 5 ft/5 ft.
Special Attacks: Sonic screech
Special Qualities: Blindsight
Saves: Fort+7,Ref+10,Will+3
Abilities: Str 17,Dex22,Conl7,Int6, Wis 14, Cha6
Skills: Listen+8*, Move Silently +6, Spot +8*
Feats: Flyby Attack, Weapon Finesse (bite)
Climate/Terrain: Warm desert, forest, hill, plains, and underground
Organization: Solitary or colony (2-8)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral (evil tendencies)
Advancement: 5-9 (Large); 10-12HD (Huge)
The BATTY is a large bat with a wingspan of approximately 15 feet. It is a nocturnal creature, cruising silently through the night sky in its never ending quest for food. A BATTY, like any species of normal bat, has huge ears and an upturned snout. Its mouth is filled with razor sharp fangs. BATTYs are omnivores, but they often include warm-blooded prey in their diet.
COMBAT
A BATTY attacks by biting its opponent using its razor sharp fangs. Surviving prey is subjected to the BATTY?s sonic screech attack.
Sonic Screech (Su):The BATTY can screech once per round, affecting all those within a 20-foot spread that fail a Will save (DC 15). On a failed save, the victim is stunned for Id3 rounds (see the DMG). This is a sonic, mind-affecting attack, and whether the save is successful or not, an affected creature is immune to the screech of that BATTY for one day.
Blindsight (Ex): BATTYs can "see" by emitting high-frequency sounds, inaudible to most creatures, that allow them to locate objects and creature within 120 feet. A silence spell negates this ability and forces the BATTY to rely on its own weak vision, which has a maximum range of 10 feet.
Skills: BATTYs receive a +4 racial bonus to Listen and Spot checks. These bonuses are lost if blindsight is negated.
 

The sonic screech should be given a specific action (standard? free?). The format should be something closer to "all those in a 20 foot spread around the BATTY must make a DC 15 Will save or be stunned for 1d3 rounds." Drop the DMG reference. Check the bat or dire bat entries for how specifically the blindsight should read. And drop the reference to the bite attack in Weapon Finesse, of course.

Demiurge out.
 

cool, i checked the bat and dire bat entries while you were typing, so that is done. ;) technically, any action that is not listed as a free action, full-round action, move action, etc, is assumed to be standard, but it never hurts to be specific. :)

how about: Sonic Screech (Su): A BATTY can screech once per round, as a standard action. All creatures within 20 feet must succeed on a DC 15 Will save or be stunned for 1d3 rounds. This is a sonic, mind-affecting effect. A creature that is subjected to a BATTY's screech is immune to that BATTY's screech for 24 hours. The save DC is Constitution-based.
 


great! this one went nice and fast. how is it now:

Large Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +6
Speed: 20 ft. (4 squares), fly 40 ft. (good) (8 squares)
Armor Class: 18 (-1 size, +6 Dex, +3 natural), touch 15, flat-footed 12
Base Attack/Grapple: +4/+11
Attack: Bite +9 melee (1d8+4)
Full Attack: Bite +9 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Sonic screech
Special Qualities: Blindsense 120 ft.
Saves: Fort +7, Ref +10, Will +3
Abilities: Str 17, Dex 22, Con 17, Int 6, Wis 14, Cha 6
Skills: Listen +9*, Move Silently +7, Spot +9*
Feats: Flyby Attack, Weapon Finesse

Environment: Warm desert, forest, hill, plains, and underground
Organization: Solitary or colony (2-8)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral (evil tendencies)
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
Level Adjustment: ?

The BATTY is a large bat with a wingspan of approximately 15 feet. It is a nocturnal creature, cruising silently through the night sky in its never ending quest for food. A BATTY, like any species of normal bat, has huge ears and an upturned snout. Its mouth is filled with razor sharp fangs. BATTYs are omnivores, but they often include warm-blooded prey in their diet.

COMBAT
A BATTY attacks by biting its opponent using its razor sharp fangs. Surviving prey is subjected to the BATTY's sonic screech attack.
Sonic Screech (Su): A BATTY can screech once per round, as a standard action. All creatures within 20 feet must succeed on a DC 15 Will save or be stunned for 1d3 rounds. This is a sonic, mind-affecting effect. Any creature subjected to a BATTY's screech is immune to that BATTY's screech for 24 hours. The save DC is Constitution-based.
Blindsense (Ex): A BATTY notices and locates creatures within 120 feet by emitting high-frequency sounds, inaudible to most creatures. A silence spell negates this ability and forces the BATTY to rely on its own weak vision, which has a maximum range of 10 feet. Opponents still have 100% concealment against a creature with blindsense.
Skills: * A BATTY has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if blindsense is negated.
 


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