My next project!

and, got a response to that - turning it into a Plant (Shapechanger) and switching that spell out to regular invisibility. :) see above post for comments.

posting what i have for this critter now:

Large Plant (Shapechanger)
Hit Dice: 4d8+12 (30 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
AC: 23 (-1 size, +3 Dex, +11 natural); AC 24 as Medium-size humanoid
Base Attack/Grapple: +4/+13
Attacks: 2 slams +7 melee, or rapier +9 melee as humanoid (Medium-size; +8 melee Large)
Damage: Slam ld8+5; rapier ld6+5
Space/Reach: 10 ft./10 ft. (5 ft. as Medium-size humanoid)
Special Attacks: Sap, spell-like abilities
Special Qualities: Alternate form, darkvision 60 ft., plant traits, vulnerability to fire
Saves: Fort +7, Ref +7, Will +6
Abilities: Str 21, Dex 17, Con 17, Int 13, Wis 15, Cha 15
Skills: Bluff +7*, Hide +7*, Knowledge (local) +5, Listen +7, Spot +7
Feats: Improved Initiative, Weapon Focus (rapier)

Environment: Any forest or woods
Organization: Solitary or crew (2-4)
Challenge Rating: 3
Treasure: 50% coins; double goods; no items
Alignment: Always chaotic good
Advancement: 5-8 HD (Large), 9-12 HD (Huge)
Level Adjustment: —

PLANTs are always male and appear similar to treants but may likely be related to dryads, as well. While some sages think the PLANT is a treant/dryad hybrid, most scholars believe powerful magic likely spawned the race. While treants perceive themselves as "guardians of the trees," PLANTs view themselves as the dashing swashbucklers of the forests and woods. Although not as stodgy and condescending as treants, PLANTs share their hatred of evil beings and civilization's wanton destruction of the forest.
In their natural state, PLANTs stand approximately 15 feet tall and appear as slender, young pine, aspen, ash, or even olive trees. Their coarse bark ranges in color from blackish-brown to light shades of gray, while their needles or leaves, depending on the tree's species, vary from deep green to grayish-green. Bright trinkets of silver, glass, and other light-catching materials adorn their branches. Their love of these baubles accounts for the PLANT's name.
PLANTs speak Common, Sylvan, and Treant.

Combat
Haughty and brash, PLANTs do not patiently observe opponents or seek diplomatic solutions; instead, they rashly emerge from the forest and audaciously challenge foes. Extremely whimsical and prone to mood swings, bored PLANTs often assume humanoid form to pursue mischief or beautiful maidens. Despite their eccentric personalities, PLANTs immediately attack fire- wielding creatures without provocation.
Sap (Ex): The extremely sticky sap of a PLANT makes it dangerous to attack one with a piercing or slashing weapon. Any attack with a piercing or slashing melee weapon provokes an attack of opportunity from the PLANT. If it uses that attack for a disarm attempt, the PLANT does not provoke an attack of opportunity.
Spell-Like Abilities: At will—speak with plants; 1/day—charm person (DC 13), invisibility. Caster level 4th. The save DCs are Charisma-based.
Alternate Form (Su): A PLANT can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 4th), except that a PLANT does not regain hit points for changing form, and any individual quasit can assume only Large or Medium humanoid forms. When in humanoid form, a PLANT wears a courtier's outfit, and the PLANT's hair retains the color of its needles or leaves. (A PLANT in humanoid form loses its sap ability (and its vulnerability to fire?).)
Skills: *A PLANTs has a +2 racial bonus on Bluff checks used to seduce other creatures. A PLANT also benefits from a +16 racial bonus on Hide checks made in forested areas.
 

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Remember the rules behind alternate form:
  • The creature retains the type and subtype of its original form. It gains the size of its new form.
  • The creature loses the natural weapons, natural armor, movement modes, and extraordinary special attacks of its original form.
  • The creature gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form.
  • The creature retains the special qualities of its original form. It does not gain any special qualities of its new form.
  • The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or supernatural attacks of its new form.
  • The creature gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form.
  • The creature retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
  • The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
  • The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.

So, I'd drop the reminders in the attacks, ac and space/reach line and note that it loses its sap ability. By the rules, it keeps its vulnerability to fire.

A short one today:
#55
Paralyzing Venom (Ex): Those hit by a FEY's sharp claws must make a Fortitude save (DC 12) or be paralyzed for 1d6+1 minutes by the FEY's venom. Instead of making multiple saves, a creature struck by two or more FEYs in one round must make a single Fortitude save, with the DC increasing by 1 per additional FEY that hits. The save DC is Constitution-based. Creatures immune to poison are immune to this effect.
 

Touché, you got me there. :)

I’m considering everything else done now, except for these four. :)


#54
Spell-Like Abilities: At will — entangle, speak with plants; I/day — plant growth (overgrowth aspect only). These abilities are as the spells cast by a 15th-level sorcerer (save DC 11 + spell level).
Ethereal Jaunt (Su): An FEY can shift from the Ethereal to the Material Plane as a free action, and shift back again as a move-equivalent action (or as part of a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 15th-level sorcerer.
Symbiosis (Su): An FEY is mystically bound to a single, great ash tree and cannot stray more than 300 yards from it or he falls ill and dies within 4d6 hours. An FEY's ash tree does not radiate magic.

Rod of Ethereal Bones: One of the strangest and most unpredictable items available, wizards and sorcerers craft this macabre, temperamental device from the spine of an FEY, a fey creature symbiotically linked to an ash tree. A small, iridescent sphere comprised of cosmic material from a comet or meteor sits atop the rod. The rod conjures rough-hewn chunks of cosmic material that it hurls at any target within 1,080 feet. In addition, the rod grants the wielder the ability to see through solid objects. The rod's projectiles can pass through solid objects by temporarily becoming ethereal. The rod produces the following effects:
The rod creates three types of cosmic material: comets, meteors, and a shower. Over the course of the day, the rod conjures any combination of the aforementioned materials, totaling no more than 24 hit dice. Hitting a target with the cosmic material requires a ranged touch attack with no saving throw.
Comets deal 12d6 points of damage, 6d6 points from impact and 6d6 points from fire.
Meteors deal 8d6 points of damage, 4d6 points from impact and 4d6 points from fire.
Showers deal 4d6 points of damage, 2d6 points from impact and 2d6 points from fire.
Once per day for one minute, the rod grants the wielder the ability to see through solid objects. His vision penetrates ' through all living organic matter, two feet of wood, 10 inches of stone or one inch of metal. For example, the rod's wielder sees creatures hiding behind a one-inch-thick silver mirror but does not spot creatures hiding behind the same mirror while inside of a room with 10-inch-thick stone walls.
Comets, meteors, and showers ignore all AC bonuses from cover. In addition, they also possess the ability to temporarily turn ethereal and then reassume material form. Controlling this effect requires a Concentration check (DC = 15 + value of intervening barriers - the number of feet between the target and closest obstacle). The value of the intervening barriers is computed as follows.
+10/per inch of metal
+l/per inch of stone
+l/per two inches of wood

Example: The rod's wielder attempts to hit an opponent standing directly behind a 10-inch-thick stone wall. The stone wall's value is 10. Therefore, the rod's wielder must make a Concentration check (DC 25) [15 + 10 (stone wall's value) -0 (target's distance from the closest barrier) = 25] to correctly time the projectile's transformation from ethereal form back to material form. If he fails the Concentration check, the missile continues past its target and strikes the next solid barrier, whether living or inanimate. Creatures in the path of such a missile receive a Reflex save (DC 23) to reduce the damage in half.
Caster Level: 17th; Prerequisites: Craft Rod, ethereal jaunt, meteor swarm, true seeing; Market Price: 120,000 gp.


#56
Spell-like abilities: 3/day — dispel magic, illusory wall, invisibility (self only), mending, rope trick, shrink item, and trap. These abilities are as the spells cast by a 5th-level sorcerer.

Smiling Mask: The ever inventive and jovial FEY created this unusual cloth mask to inspire laughter, but the mask also has a practical use, as well. A network of brightly colored strings attaches the mask to the wearer's face. As the mask's name implies, the FEY paint fanciful, exaggerated, comical expressions on it. Three times per day, the mask makes a gaze attack against any single target within 60 feet, provided, of course, that both parties can see one another. The intended victim must make a Will save (DC 13); otherwise, the target starts laughing uncontrollably. This ability duplicates the effects of the spell hideous laughter. In addition, once per day, the wearer tweaks his nose and causes a large, white-gloved fist to materialize in front of his face. The exact mechanism needed to trigger this effect requires some concentration; therefore, the wearer must make a Concentration check (DC 10) to activate this function. (Failure expends a free action, but does not count towards the daily usage of this ability.) At the wearer's command and as a standard action, the hand moves toward and attempts to slap any visible target within 60 feet. The hand attacks twice with a +15 attack bonus and deals Id8+12 points of damage on each successful strike. In addition, the hand amplifies the sound of each blow, causing every creature within a 10-ft. radius to make a Fortitude save (DC 22) or suffer from permanent deafness. The hand dissipates immediately after its two attacks.
Caster level: 15th; Prerequisites: Craft Wondrous Item, clenched fist, hideous laughter; Market Price: 24,500 gp; Weight:

Sphere of Tireless Trivia: Even by FEY standards, the sphere of tireless trivia remains one of the strangest but cleverest items ever created. Dozens of painted question marks adorn the one-foot diameter black sphere usually constructed from quartz or another ornamental stone. Once per day as a standard action, the sphere's owner commands the device to fly anywhere within his line of sight. Upon arriving at the intended destination, the sphere starts asking trivia questions in any language the owner designates. Creatures within 40 feet of the sphere must make a Will save (DC 14); otherwise, they are completely engrossed by the sphere and totally ignore their surroundings, provided, of course, that they can hear the questions. Any act by the sphere's owner or its apparent allies against enthralled creatures immediately frees subjects from its influence. The sphere poses one question every round on a topic its owner determines. Because the questions are generally of a trivial nature, correctly answering a question requires an Intelligence check (DC 4d4+10) rather than a Knowledge check. When a creature provides the correct answer, the sphere shouts, "That's right!" Immediately afterward, the sphere erupts in a display of bright fireworks identical to the fireworks created by the pyrotechnics spell. The demonstration's intense brightness blinds all creatures within 120 of the sphere for Id4+1 rounds unless they make a Will save (DC 14). If none of the creatures answers any questions correctly, after a minute, the sphere loudly sighs in frustration and falls silent. All listeners affected by the sphere must make a Will save (DC 16); otherwise, they despair and suffer a -2 morale penalty to saving throws, attack rolls, skill checks, and weapon damage rolls for the next 2d6 rounds. The sphere possesses a hardness of 8 and 60 hp. In addition, the sphere flies back to its owner upon command.
Caster Level: 9th; Prerequisites: Craft Wondrous Item, emotion, fly, magic mouth, suggestion, tongues; Market Price: 48,500 gp; Weight: 10 lb.


#57
Blight Wood (Sp): 3/day this ability functions like the spell warp wood as cast by an 8*1evel druid, except that the target rots instantly. Magic items (such as wands) and items in anyone's possession must make a Will save (DC 13) or be destroyed.
Energy Drain (Su): Anyone struck by an UNDEAD's melee attack must make a Fortitude save (DC 16); otherwise, the target receives one negative level. The UNDEAD heals 5 points of damage for every level drained in this manner.
Fear Aura (Su): All creatures within 30 feet of the UNDEAD must make a Will save (DC 16), or remain motionless for Id4+1 rounds.
Spell-like abilities (Sp): 3/day deeper darkness as cast by an 8th~level cleric.
Triproots (Ex): Whenever a victim moves through an area threatened by the UNDEAD, the creature trips its opponent in lieu of dealing damage.

Armorsmiths craft wooden shields from the trunk of an UNDEAD.
Wooden shields crafted from the trunk of this undead creature grant their user a +1 morale bonus to AC. UNDEAD shields are considered masterwork shield.


#58
Improved Grapple (Ex): If a THING hits a target of Medium-size or smaller with its whip attack, it may automatically attempt to grapple. If the grapple succeeds, it immediately constricts its foe.
Constrict (Ex): A THING deals an additional ld4+3 damage to a Medium-size or smaller creature on a successful grapple attack.
Spell-Like Abilities: At will — calm animals, detect animals or plants, pass without trace, warp wood, water breathing (self only), wood shape; 1/ day — dominate animal, snare, spike growth; 3/day— animal messenger, barkskin, entangle, goodberry, hold animal, magic fang, protection from elements, quench, summon nature's ally II. These abilities are as the spells cast by a 10th" level druid (save DC 14 + spell level).
Whip (Ex): A THING's whip is considered a ranged attack, reaching up to 10 ft. and dealing subdual damage to any creature without an armor bonus of +1 or a natural armor of +3. This attack functions as per a normal whip, allowing trip attempts and a +2 to disarm.
Forest Tongue (Ex): THINGs communicate with all forms of animals, fey, and plants, regardless of their intelligence or languages.
 

#54
Spell-Like Abilities: At will — entangle, speak with plants; I/day — plant growth (overgrowth aspect only). These abilities are as the spells cast by a 15th-level sorcerer (save DC 11 + spell level).
Spell-like Abilities: At will - entangle (DC 12), speak with plants; 1/day - plant growth (overgrowth only). Caster level 15th. Save DCs are Charisma-based.
Ethereal Jaunt (Su): An FEY can shift from the Ethereal to the Material Plane as a free action, and shift back again as a move-equivalent action (or as part of a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 15th-level sorcerer.
Ethereal Jaunt (Su): A FEY can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th).
Symbiosis (Su): An FEY is mystically bound to a single, great ash tree and cannot stray more than 300 yards from it or he falls ill and dies within 4d6 hours. An FEY's ash tree does not radiate magic.
Tree Dependent (Su): Each FEY is mystically bound to a single, great ash tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A FEY’s ash does not radiate magic.

Rod of Ethereal Bones: One of the strangest and most unpredictable items available, wizards and sorcerers craft this macabre, temperamental device from the spine of an FEY, a fey creature symbiotically linked to an ash tree. A small, iridescent sphere comprised of cosmic material from a comet or meteor sits atop the rod. The rod conjures rough-hewn chunks of cosmic material that it hurls at any target within 1,080 feet. In addition, the rod grants the wielder the ability to see through solid objects. The rod's projectiles can pass through solid objects by temporarily becoming ethereal. The rod produces the following effects:
The rod creates three types of cosmic material: comets, meteors, and a shower. Over the course of the day, the rod conjures any combination of the aforementioned materials, totaling no more than 24 hit dice. Hitting a target with the cosmic material requires a ranged touch attack with no saving throw.
Comets deal 12d6 points of damage, 6d6 points from impact and 6d6 points from fire.
Meteors deal 8d6 points of damage, 4d6 points from impact and 4d6 points from fire.
Showers deal 4d6 points of damage, 2d6 points from impact and 2d6 points from fire.
Once per day for one minute, the rod grants the wielder the ability to see through solid objects. His vision penetrates ' through all living organic matter, two feet of wood, 10 inches of stone or one inch of metal. For example, the rod's wielder sees creatures hiding behind a one-inch-thick silver mirror but does not spot creatures hiding behind the same mirror while inside of a room with 10-inch-thick stone walls.
Comets, meteors, and showers ignore all AC bonuses from cover. In addition, they also possess the ability to temporarily turn ethereal and then reassume material form. Controlling this effect requires a Concentration check (DC = 15 + value of intervening barriers - the number of feet between the target and closest obstacle). The value of the intervening barriers is computed as follows.
+10/per inch of metal
+l/per inch of stone
+l/per two inches of wood

Example: The rod's wielder attempts to hit an opponent standing directly behind a 10-inch-thick stone wall. The stone wall's value is 10. Therefore, the rod's wielder must make a Concentration check (DC 25) [15 + 10 (stone wall's value) -0 (target's distance from the closest barrier) = 25] to correctly time the projectile's transformation from ethereal form back to material form. If he fails the Concentration check, the missile continues past its target and strikes the next solid barrier, whether living or inanimate. Creatures in the path of such a missile receive a Reflex save (DC 23) to reduce the damage in half.
Caster Level: 17th; Prerequisites: Craft Rod, ethereal jaunt, meteor swarm, true seeing; Market Price: 120,000 gp.
Dunno much about this, but might be ok.
 

#56
Spell-like abilities: 3/day — dispel magic, illusory wall (DC 14+Cha), invisibility (self only), mending, rope trick, shrink item, and trap. These abilities are as the spells cast by a 5th-level sorcerer.
Spell-like abilities: 3/day — dispel magic, illusory wall, invisibility (self only), mending, rope trick, shrink item, and ??trap??. Caster level 5th.

Phantom trap? (DC 12+Cha)

Smiling Mask: The ever inventive and jovial FEY created this unusual cloth mask to inspire laughter, but the mask also has a practical use, as well. A network of brightly colored strings attaches the mask to the wearer's face. As the mask's name implies, the FEY paint fanciful, exaggerated, comical expressions on it. Three times per day, the mask makes a gaze attack against any single target within 60 feet, provided, of course, that both parties can see one another. The intended victim must make a Will save (DC 13); otherwise, the target starts laughing uncontrollably. This ability duplicates the effects of the spell hideous laughter. In addition, once per day, the wearer tweaks his nose and causes a large, white-gloved fist to materialize in front of his face. The exact mechanism needed to trigger this effect requires some concentration; therefore, the wearer must make a Concentration check (DC 10) to activate this function. (Failure expends a free action, but does not count towards the daily usage of this ability.) At the wearer's command and as a standard action, the hand moves toward and attempts to slap any visible target within 60 feet. The hand attacks twice with a +15 attack bonus and deals Id8+12 points of damage on each successful strike. In addition, the hand amplifies the sound of each blow, causing every creature within a 10-ft. radius to make a Fortitude save (DC 22) or suffer from permanent deafness. The hand dissipates immediately after its two attacks.
Caster level: 15th; Prerequisites: Craft Wondrous Item, clenched fist, hideous laughter; Market Price: 24,500 gp; Weight:

Sphere of Tireless Trivia: Even by FEY standards, the sphere of tireless trivia remains one of the strangest but cleverest items ever created. Dozens of painted question marks adorn the one-foot diameter black sphere usually constructed from quartz or another ornamental stone. Once per day as a standard action, the sphere's owner commands the device to fly anywhere within his line of sight. Upon arriving at the intended destination, the sphere starts asking trivia questions in any language the owner designates. Creatures within 40 feet of the sphere must make a Will save (DC 14); otherwise, they are completely engrossed by the sphere and totally ignore their surroundings, provided, of course, that they can hear the questions. Any act by the sphere's owner or its apparent allies against enthralled creatures immediately frees subjects from its influence. The sphere poses one question every round on a topic its owner determines. Because the questions are generally of a trivial nature, correctly answering a question requires an Intelligence check (DC 4d4+10) rather than a Knowledge check. When a creature provides the correct answer, the sphere shouts, "That's right!" Immediately afterward, the sphere erupts in a display of bright fireworks identical to the fireworks created by the pyrotechnics spell. The demonstration's intense brightness blinds all creatures within 120 of the sphere for Id4+1 rounds unless they make a Will save (DC 14). If none of the creatures answers any questions correctly, after a minute, the sphere loudly sighs in frustration and falls silent. All listeners affected by the sphere must make a Will save (DC 16); otherwise, they despair and suffer a -2 morale penalty to saving throws, attack rolls, skill checks, and weapon damage rolls for the next 2d6 rounds. The sphere possesses a hardness of 8 and 60 hp. In addition, the sphere flies back to its owner upon command.
Caster Level: 9th; Prerequisites: Craft Wondrous Item, emotion, fly, magic mouth, suggestion, tongues; Market Price: 48,500 gp; Weight: 10 lb.
Again, I'm propably not the best judge for items, but I don't see obvious problems.
 

#57
Blight Wood (Sp): 3/day this ability functions like the spell warp wood as cast by an 8*1evel druid, except that the target rots instantly. Magic items (such as wands) and items in anyone's possession must make a Will save (DC 13) or be destroyed.
Blight Wood (Sp): 3 times per day, an UNDEAD can cause an effect similar to the warp wood spell, except that the target rots instantly (caster level 8th). Magic items and attended objects receive a DC 13 Will save to negate the effect. The save DC is Charisma-based.
Energy Drain (Su): Anyone struck by an UNDEAD's melee attack must make a Fortitude save (DC 16); otherwise, the target receives one negative level. The UNDEAD heals 5 points of damage for every level drained in this manner.
Energy drain normally doesn't allow saves, I believe, but otherwise ok. The save DC is Charisma-based.
Fear Aura (Su): All creatures within 30 feet of the UNDEAD must make a Will save (DC 16), or remain motionless for Id4+1 rounds.
Add the 24 hour clause? The save DC is Charisma-based.
Spell-like abilities (Sp): 3/day deeper darkness as cast by an 8th~level cleric.
Spell-like abilities (Sp): 3/day deeper darkness. Caster level 8th.
Triproots (Ex): Whenever a victim moves through an area threatened by the UNDEAD, the creature trips its opponent in lieu of dealing damage.
?Attack of Opportunity? Not sure if I understand...

Armorsmiths craft wooden shields from the trunk of an UNDEAD.
Wooden shields crafted from the trunk of this undead creature grant their user a +1 morale bonus to AC. UNDEAD shields are considered masterwork shield...
... and cost 650 gp more than the shield's normal market price.



By the way, what of the creature we considered turning into a template?
 

#58
Improved Grapple (Ex): If a THING hits a target of Medium-size or smaller with its whip attack, it may automatically attempt to grapple. If the grapple succeeds, it immediately constricts its foe.
Constrict (Ex): A THING deals an additional ld4+3 damage to a Medium-size or smaller creature on a successful grapple attack.
Constrict (Ex): A THING deals 1d4+3 points of damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a THING must hit (a Medium or smaller creature) with its whip attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.

Spell-Like Abilities: At will — calm animals, detect animals or plants, pass without trace, warp wood, water breathing (self only), wood shape; 1/ day — dominate animal, snare, spike growth; 3/day— animal messenger, barkskin, entangle, goodberry, hold animal, magic fang, protection from elements, quench, summon nature's ally II. These abilities are as the spells cast by a 10th" level druid (save DC 14 + spell level).
Spell-Like Abilities: At will — calm animals (DC 15), detect animals or plants, pass without trace, warp wood (DC 16), water breathing (self only), wood shape (DC 16); 3/day— animal messenger, barkskin, entangle (DC 15), goodberry, hold animal (DC 16), magic fang, protection from elements, quench (DC 17), summon nature's ally II; 1/ day — dominate animal (DC 17), snare, spike growth (DC 17). Caster level 10th. The save DCs are Charisma-based. (save DC 14 + spell level).

Whip (Ex): A THING's whip is considered a ranged attack, reaching up to 10 ft. and dealing subdual damage to any creature without an armor bonus of +1 or a natural armor of +3. This attack functions as per a normal whip, allowing trip attempts and a +2 to disarm.
Whip (Ex): A THING's whip attack is treated as a normal whip, meaning that it deals nonlethal damage. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). Using the whip provokes an attack of opportunity, just as if using a ranged weapon. It can make trip attacks with it. When using a whip, it gets a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails). It can use the Weapon Finesse feat to apply its Dexterity modifier instead of its Strength modifier to attack rolls with a whip, even though it isn’t a light weapon.

Err, should be shortened. :p
Forest Tongue (Ex): THINGs communicate with all forms of animals, fey, and plants, regardless of their intelligence or languages.
Sounds ok.
 

To tell you the truth, I have no idea what to do with magic items either, so I’m just going to proofread them, fix the last part (the caster level area), and let them go. :)

#57
Knight Otu said:
Energy drain normally doesn't allow saves, I believe, but otherwise ok. The save DC is Charisma-based.

the save isn’t generally to avoid the effect, but rather to remove it later.

Energy Drain (Su): Living creatures hit by an UNDEAD’s slam attack gain one negative level. The DC is 16 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the UNDEAD gains 5 temporary hit points.

Knight Otu said:
?Attack of Opportunity? Not sure if I understand...

well, this creature is yet another treat-like creature. Since it is a tree, it has roots, so I’m guessing those are ambulatory and allow the creature to make trip attacks. It has the Improved Trip feat too. If that doesn’t work, I’m sure we can come up with something to replace it with.

Triproots (Ex): Whenever a victim moves through an area threatened by the UNDEAD, the creature trips its opponent in lieu of dealing damage.


Knight Otu said:
By the way, what of the creature we considered turning into a template?

I don’t remember? which one was that again, the ghost animal? If so, I haven’t heard back on that yet.


#58
you know what, I don’t think it needs all that whip description. Nothing it’s saying really goes against the standard description for the whip. :) it had a shorter range, but that’s not necessary. of course, it has a whip in place of a hand, so maybe something like this:

Whip (Ex): A THING’s whip-like appendage is treated as a normal whip in all respects, and allows the THING to make trip and disarm attacks. This whip attack also allows the THING to constrict foes, which deals lethal damage.


YAY! Almost done. :)
 

Using this account to avoid losing the updates to my user cp:


#57
Are there also trick-like creatures?:lol:
Maybe
If an UNDEAD makes a trip attempt during an attack of opportunity against a creature moving through its threatened space, it receives a +x racial bonus to trip due to its many triproots/rootlets in that area?

#58
Don't forget to adjust the attack lines for thefact that whips now are melee weapons. Unless it has Weapon Finesse.

The potential template creature was #37.
 

Knight Otu said:
Are there also trick-like creatures? :p

haha! :p treaNt.

Knight Otu said:
The potential template creature was #37.

like I said, I haven't heard anything back about it... yet. I'm going to call the rest of these critters finished, fix up the stat blocks, and send them in for final editing. If I get any problems that need to be fixed that I want some input for, I will bring it back here. In the meantime, I officially declare this thread sleeping. ;)

now please, give me a hand on finishing up the lythlyx's psionics block: http://www.enworld.org/showthread.php?t=58837&page=24&pp=40 :)
 

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