BOZ
Creature Cataloguer
#45
that might just work... I'll have to look into it when I have a bit more free time.
whoah, where did she get a bearded devil's glaive!
I need one more feat each for #43 and 46.
everything else looks just fine to me, thanks.
OK, one more book left to work on... unfortunately, that book has 12 monsters from it! Oy!
Mysterious Source said:When a creature enters the hollow of a TREE trunk, which is usually at or near ground level, tiny changes in the water pressure of the wood and in surface roots cause the bole walls to expand rapidly until the opening has swollen so tight that it doesn't allow for the passage of water or air, trapping the creature inside. The wood inside the trunk continues to distend, crushing the occupant to a bloody paste, just as a thick acidic sap fills the chamber to digest the prey. It takes 30 points of damage inflicted to one spot on a tree to create a hole large enough to extract a Medium victim from the trunk.
Acid (Ex): The acidic sap exuded into the trap chamber does an additional 2d4 hit points of damage to a creature every round, in addition to the crushing damage. After four rounds, the chamber is full (trapped victims who have not been crushed and/or digested at this point may drown/ suffocate - see core rulebookll, p.85), Non-magical possessions may also be destroyed at the Game Master's discretion; paper, cloth and leather dissolve within a round. Metal corrodes and melts away within six. Anything that breaches the trunk (inflicts 10 points of damage in a single spot) releases a spray of acid that does 2d4 points of damage to anyone outside of the tree who's standing within 10 feet.
Crushing (Ex): Once a TREE traps a creature within its trunk, it does 3d4 hit points every round, automatically. Trapped victims do not have the room to stage their own attacks to escape. Spells with semantic components cannot be cast. Nor can most that require material components or foci that cannot be reached. Even spells with only verbal components require successful Concentration checks, as if the caster were entangled (see core rulebook II, p. 84), to be cast.
Knight Otu said:Tough - I'd actually suggest swallow whole...
that might just work... I'll have to look into it when I have a bit more free time.

Knight Otu said:Wounding Touch (Su): The damage a FEY deals with its touch, as well as its inflict minor wounds spell-like ability, causes a persistent wound. An injured creature loses 1 additional hit point each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 16 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a bearded devil's glaive must succeed on a DC 16 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the bearded devil, not of the weapon. The check DC is Constitution-based and includes a +3 racial bonus.
whoah, where did she get a bearded devil's glaive!

I need one more feat each for #43 and 46.
everything else looks just fine to me, thanks.

OK, one more book left to work on... unfortunately, that book has 12 monsters from it! Oy!
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