My next project!

#49
Fear Aura (Su): An aura of vengeful evil enshrouds all UNDEADs, affecting only the UNDEAD's killer and his relatives. The UNDEAD emits a potent fear aura in a 30-foot radius, forcing any of the aforementioned individuals to make a Will save (DC 12) or be shaken for as long as they remain in the UNDEAD's presence.
The save DC is Charisma-based.
Slimy Doom (Ex): A successful slam from a UNDEAD can cause disease, Fortitude save (DC 14). The disease has incubation period 1 day, and it deals a Id4 temporary Constitution damage. When a character takes damage from this disease, he must immediately make a second saving throw or the lost point of temporary damage becomes lost permanently.
Disease (Ex): Filth fever - bite, Fortitude DC ??, incubation period 1 day; damage 1d4 Con. Each day, on a failed save, an afflicted creature must immediately succeed on another DC 18 Fortitude save or take 1 point of Constitution drain. The save DC is Charisma-based.
Death's Tongue (Su): Once per round, as a free action, the UNDEAD truthfully answers any one question about its killer. The UNDEAD's knowledge is not limited to the information that it knew while alive. During its metamorphosis into a UNDEAD, the dark powers of vengeance provided the UNDEAD with every detail surrounding its death. Despite its extensive knowledge, it answers all questions with "yes," "no," "maybe," never," "irrelevant," or some other one-word answer.
Seems ok.


Can't complain about #50.
 

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#51
which of these sound more like SA’s and which like SQ’s?

Tree Bond (Ex): Once a THING has been in his bonded area for 2d6 months he forms a bond with the surrounding trees. A bonded area typically consists of 5dl0 trees. This bond allows the THING to use the following abilities:
SQ or flavor.
Animate Trees (Su):
SA
A THING can animate trees within 60 feet at will, controlling up one tree for every four Hit Dice at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the THING that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.

Draw Strength (Su):
SA
Draw Strength (Su): As a full round action, a THING can touch a tree in its bonded area to draw strength from it. This grants him a +2 enhancement bonus to Strength for 1 hour. This bonus can be increased to a maximum of +10 by drawing strength from up to five different trees. A THING cannot draw strength from a tree if he has drawn strength or lifeforce from the tree within the past day nor can he draw strength from an animated tree.

Draw Lifeforce (Su):
SQ
As a full round action, a THING can touch a tree in its bonded area to draw strength from it. Doing so heals the THING 1d6 hit points. If the THING is already at full hit points, he gains any additional hit points as temporary hit points. A THING cannot gain more than five temporary hit points in this manner, and all temporary hit points last for 1 hour. A THING cannot draw lifeforce from a tree if he has drawn strength or lifeforce from the tree within the past day, nor can he draw lifeforce from an animated tree.

Tree Gate (Su):
SQ - below text not fully good.
Tree Gate (Su): A THING can cause two bonded trees within 20-foot radius to grow towards each other until their upper branches form an entwined archway. This archway process takes lOdlO years to complete. Once the archway is in place, the THING can create a 20-foot diameter extra-dimensional portal within it by spending a full round action touching the tree. The portal remains open as long as the THING continues to touch the tree and for Id3 additional rounds after the contact has been broken. Once per day, the THING may call one or more other THINGs through the portal. However, the total HD of the summoned THINGs cannot exceed that of the THING opening the portal. Otherwise, once opened, any creature may travel through the portal as the gate spell.
 
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#48
Knight Otu said:
Seems ok. Call it a standard action?

sure. :) does that still fit with the current concealment rules?

Falling Shield (Su): Acutely attuned to the ebb of life in the woods, UNDEADs can cause trees to shed their leaves. As a standard action, a UNDEAD surrounded by trees can trigger a flurry of falling leaves, granting it one-half concealment for one round.


#49
Knight Otu said:
Disease (Ex): Filth fever - bite, Fortitude DC ??, incubation period 1 day; damage 1d4 Con. Each day, on a failed save, an afflicted creature must immediately succeed on another DC 18 Fortitude save or take 1 point of Constitution drain. The save DC is Charisma-based.

not sure why you would want to switch out the diseases? Slimy doom is still in the DMG. this one was easy to fix, using the night hag as a model.

Disease (Ex): Slimy doom - slam, Fortitude DC 14, incubation period 1 day, damage 1d4 Con. Each day after the first, on a failed save, an afflicted creature must immediately succeed on another DC 14 Fortitude save or take 1 point of Constitution drain. The save DC is Charisma-based.


Knight Otu said:
Can't complain about #50.

I checked, and I definitely did just skip the number. No problem. ;)


#51
Knight Otu said:
below text not fully good.

honestly, I don't know what to do with it either. :) it's good enough.


#52
they have a "blade" in the attacks section, and I'm guessing that these are just masterwork weapons with the wounding ability. "A THING's limbs end in rusty blades plucked from the ground."

Wounding (Ex): THING weapons are always wickedly sharp, and have the wounding special quality.


Three new ones:


#53
this one has some oddness going on (mostly just alternate form stuff, I suppose):

Large Monstrous Humanoid (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): Because of their extremely sticky sap, any creature striking a PLANT with a piercing or slashing weapon provokes an attack of opportunity from the PLANT. The PLANT may only use this attack of opportunity to disarm a foe, which does not, likewise, provoke an attack of opportunity. Due to their Combat Reflexes feat, PLANTs can make four such attacks every round.
Spell-Like Abilities: At will - speak with plants; I/day - charm person and forest invisibility (see Spells & Magic) as cast by a 4thlevel druid, saving throws (DC 12 + spell level).
Alternate Form (Su): PLANTs can assume any Medium-sized or Large humanoid form as a standard action. This ability is similar to the polymorph self spell but allows only 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.
Skills: *PLANTs receive a +2 racial bonus to Bluff checks used to seduce other creatures. They also benefit from a +16 racial bonus to Hide checks made in forested areas.


#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.


#55
Poison (Ex): Those hit by a FEY's sharp claws must make a Fortitude save (DC 12); otherwise, the FEY's poison paralyzes the victim for Id6+1 minutes. As the number of FEY attackers assaulting a foe increases, so does the potency of their collective venom. Instead of making multiple saves, a creature struck by two or more FEYs in one round must make a single Fortitude save, with a DC of 12 + 1 per additional FEY hit.
 

First, some comments.

#48
Just make it "concealment."

#49
Check my description - it's still the same disease, I just forgot to change the name from the c&p I did. I also dropped the "each day after the first" bit on purpose, since that doesn't seem to follow from the longer description in the DMG (unless I missed something?).

#52
I'm not even sure if they should be masterwork... rusty certainly does not evoke "of good quality". Otherwise, yeah.
 

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#52
BOZ said:
they have a “blade” in the attacks section, and I’m guessing that these are just masterwork weapons with the wounding ability. “A THING's limbs end in rusty blades plucked from the ground.”

Knight Otu said:
I'm not even sure if they should be masterwork... rusty certainly does not evoke "of good quality". Otherwise, yeah.

Wounding (Ex): THING weapons are always wickedly sharp, and have the wounding special quality.

So, what I’m wondering then, if a weapon is not masterwork, can it have a special quality? Or, if these blades are technically now a part of the creature, does the creature essentially impart the quality into them?

Attack: Blade +8 melee (1d8+6)
Full Attack: 2 blades +8 melee (1d8+6)


got anything on #53-55? :)
 

No haste, ok? (unless it's needed, of course)

Yep, a creature could certainly grant a non-masterwork weapon special abilities. You might want to add a not similar to the bearded devil glaive.
 

#53

Large Monstrous Humanoid (Shapechanger)
...
Special Qualities: Alternate form, darkvision 60 ft., plant traits, vulnerability to fire
Type?

Sap (Ex): Because of their extremely sticky sap, any creature striking a PLANT with a piercing or slashing weapon provokes an attack of opportunity from the PLANT. The PLANT may only use this attack of opportunity to disarm a foe, which does not, likewise, provoke an attack of opportunity. Due to their Combat Reflexes feat, PLANTs can make four such attacks every round.
Sap (Ex): The extremely sticky sap of a PLANT makes it dangerous to attack it 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; I/day - charm person and forest invisibility (see Spells & Magic) as cast by a 4thlevel druid, saving throws (DC 12 + spell level).
Spell-Like Abilities: At will - speak with plants; 1/day - charm person (DC 13); ???forest invisibility (see Spells & Magic)???. Caster level 4th. Save DCs are (Wisdom?/Charisma?)-based.

Alternate Form (Su): PLANTs can assume any Medium-sized or Large humanoid form as a standard action. This ability is similar to the polymorph self spell but allows only 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.
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?).
 

Don’t mean to hurry you. :) I promised the rest of these to be done by the end of the week, so really there is plenty of time. There are three more queries (#56-58) to post after we finish the ones currently posted, and I have no doubt that all will be done in time so no rush.

Please keep an eye on the lythlyx as well – no regular posters seem to know psionics as well as you do, and the lythlyx will complete a batch of 10 to post to the Creature Catalog (if you were wondering why I keep pestering you about that one ;) ).

Rereading #52’s description, the creature is a humanoid shape “composed of fallen branches, bone shards, and scattered battlefield debris. Ivy and vines form their sinewy connective tissues, and red-stained roots form their hearts.” And it seems that broken-off blades of the “scattered battlefield debris” jut out from their arms rather than having hands or claws. So, these blades are not so much wielded weapons, but they become the creature’s natural weapons.

Now, note that the original 3.0 effect of wounding was a bit different from the 3.5 effect. I think I’m change the ability so that it’s not simply like the weapon effect, but more like the ability we gave the orpsu:

Bleeding Wound (Ex): The damage a THING deals with its blades causes a persistent wound. An injured creature loses 1 additional hit point each round. Multiple wounds result in cumulative hit point loss from bleeding. The continuing hit point loss can be stopped by a successful DC 15 Heal check (per wound), a cure spell, or a heal spell. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points.


#53
LOL! Hmm, odd stuff going on there indeed with the creature type… I think I will need to get home to read over the description in the original book to figure that one out… this may likely affect the alternate form power as well, I don’t yet know how though.

Knight Otu said:
Spell-Like Abilities: At will - speak with plants; 1/day - charm person (DC 13); ???forest invisibility (see Spells & Magic)???. Caster level 4th. Save DCs are (Wisdom?/Charisma?)-based.

I have been told before that all spell-like abilities in 3.5 are Charisma-based saves. I don’t think 3.0 had that restriction, thus you could see creatures casting like druids and such. as for the forest invisibility spell, it will probably have to be replaced – I’ll consult Joe & Suzi on that one.
 


bwah! i've been lied to! :o oh well, for this creature it is irrelevant since the two ability scores are equal. ;)

as for our mystery creature #53, i have sent on my question to Joe & Suzi. it appears the original creature type was indeed Shapechanger, and it also had plant traits as an add-on. so, i'm trying to persuade them to change it to the Plant type with Shapechanger subtype. ;)

given that, i think your rewrite of Alternate Form should be able to stand as-is (since they change into humanoids), though i don't know that i would remove the vulnerabilty to fire - and for that matter, i don't know that i would remove the sap ability either.

maybe i should just move that weird stuff in the stat block into the alternate form description? (i.e., if it assumes a Medium humanoid form it loses the size penalty to AC & attacks, and space reach becomes 5/5)
 

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