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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 3731862" data-attributes="member: 2795"><p><strong>Various Plant Monsters</strong></p><p></p><p><span style="color: lime">Continuing with the plant monsters....</span></p><p></p><p>[sblock=Shambling mound barbarian 4; CR 10]</p><p>CN Large plant</p><p><strong>Init</strong> -1; <strong>Senses</strong> darkvision 60 ft., low-light vision, Listen +10, Spot +1</p><p><strong>Language</strong> Sylvan</p><p>-----</p><p><strong>AC</strong> 21 (–1 size, -1 Dex, +2 armor, +11 natural), touch 8, flat-footed 21; trap sense +1, uncanny dodge</p><p><strong>AC (when raging)</strong> 19 (–1 size, -1 Dex, +2 armor, +11 natural, -2 rage), touch 6, flat-footed 19; trap sense +1, uncanny dodge</p><p><strong>hp</strong> 122 (12 HD)</p><p><strong>hp (when raging)</strong> 146</p><p><strong>Immune</strong> critical hits, electricity, mind-affecting effects, paralysis, poison, <em>polymorph, sleep</em>, stunning</p><p><strong>Resist</strong> fire 10</p><p><strong>Fort</strong> +15, <strong>Ref</strong> +2, <strong>Will</strong> +6; trap sense +1</p><p><strong>Fort (when raging)</strong> +17, <strong>Will (when raging)</strong> +8</p><p>-----</p><p><strong>Spd</strong> 30 ft. (6 squares), swim 20 ft.</p><p><strong>Melee</strong> 2 slams +17 (2d6+7)</p><p><strong>Melee (when raging)</strong> 2 slams +19 (2d6+9)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Base Atk</strong> +10; <strong>Grp</strong> +21</p><p><strong>Atk Options</strong> constrict 2d6+10 (or 2d6+13 when raging), Improved Bullrush, improved grab, Power Attack, rage 2/day (10 rounds)</p><p><strong>Combat Gear</strong> <em>potion of magic fang +3</em></p><p>-----</p><p><strong>Abilities</strong> Str 25, Dex 9, Con 20, Int 8, Wis 13, Cha 8</p><p><strong>Abilities (when raging)</strong> Str 29, Con 24</p><p><strong>Skills</strong> Hide +6*, Jump +13, Listen +10, Move Silently +6, Survival +7 (*Add +8 racial bonus on Hide checks when in a swampy or forested area.)</p><p><strong>Skills (when raging)</strong> Jump +15</p><p><strong>Feats</strong> Improved Bullrush, Iron Will, Power Attack, Weapon Focus (slam), Track</p><p><strong>Possessions</strong> <em>bracers of armor +2</em></p><p>-----</p><p><strong>Constrict (Ex):</strong> A shambler deals constriction damage with a successful grapple check.</p><p></p><p><strong>Immunity to Electricity (Ex):</strong> Shamblers take no damage from electricity. Instead, any electricity attack used against a shambler temporarily grants it 1d4 points of Constitution. The shambler loses these points at the rate of 1 per hour.</p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, a shambler must hit with both 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.[/sblock]</p><p></p><p><span style="color: lime">The <em>ELH</em> paragon template is just so over-the-top that it can no longer be ignored in this thread.</span></p><p></p><p>[sblock=Advanced paragon assassin vine; CR 26]</p><p>N Colossal plant</p><p><strong>Init</strong> +7; <strong>Senses</strong> blindsight 30 ft., low-light vision, Listen +10, Spot +1</p><p>-----</p><p><strong>AC</strong> 51 (-8 size, +7 Dex, +12 insight, +12 luck, +18 natural), touch 33, flat-footed 44</p><p><strong>hp</strong> 1,404 (36 HD); <strong>DR</strong> 10/epic; <strong>fast healing</strong> 20</p><p><strong>Immune</strong> critical hits, electricity, mind-affecting effects, paralysis, poison, <em>polymorph, sleep</em>, stunning</p><p><strong>Resist</strong> cold 10, fire 10</p><p><strong>SR</strong> 51</p><p><strong>Fort</strong> +49, <strong>Ref</strong> +31, <strong>Will</strong> +33</p><p>-----</p><p><strong>Spd</strong> 15 ft. (3 squares)</p><p><strong>Melee</strong> slam +52 melee (3d6+57)</p><p><strong>Space</strong> 30 ft.; <strong>Reach</strong> 30 ft. (60 ft. with vine)</p><p><strong>Base Atk</strong> +27; <strong>Grp</strong> +68</p><p><strong>Atk Options</strong> constrict 3d6+57, <em>entangle</em>, improved grab</p><p><strong>Spell-Like Abilities (CL 15th):</strong></p><p>3/day - <em>greater dispel magic, haste, see invisibility</em></p><p>-----</p><p><strong>Abilities</strong> Str 61, Dex 25, Con 48, Int --, Wis 29, Cha 25</p><p><strong>SQ</strong> camouflage</p><p>-----</p><p><strong>Camouflage (Ex):</strong> Since an assassin vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.</p><p></p><p><strong>Constrict (Ex):</strong> An assassin vine deals 3d6+57 points of damage with a successful grapple check.</p><p></p><p><strong>Damage Reduction:</strong> A paragon creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.</p><p></p><p><strong>Entangle (Su):</strong> An assassin vine can animate plants within 30 ft. of itself as a free action (Ref DC 41 partial). The effect lasts until the vine dies or decides to end it (also a free action). The save DC is Wisdom-based. The ability is otherwise similar to an <em>entangle</em> spell (caster level 4th).</p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, an assassin vine must hit with its slam attack. 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.[/sblock]</p><p></p><p><span style="color: lime">Here's what happens when you stick the pseudonatural template on a low CR monster. There's no way this beastie is actually CR 19. I'd put its real CR at no higher than half that amount.</span></p><p></p><p>[sblock=Pseudonatural violet fungus; CR 19 (not really)]</p><p>N Medium outsider (extraplanar)</p><p><strong>Init</strong> +4; <strong>Senses</strong> low-light vision, Listen +9, Spot +9</p><p>-----</p><p><strong>AC</strong> 49 (+4 Dex, +35 natural), touch 14, flat-footed 45</p><p><strong>hp</strong> 32 (2 HD); <strong>DR</strong> 5/epic</p><p><strong>Immune</strong> critical hits, mind-affecting effects, paralysis, poison, <em>polymorph, sleep</em>, stunning</p><p><strong>Resist</strong> acid 15, electricity 15</p><p><strong>SR</strong> 10</p><p><strong>Fort</strong> +11, <strong>Ref</strong> +4, <strong>Will</strong> +5</p><p>-----</p><p><strong>Spd</strong> 20 ft. (4 squares)</p><p><strong>Melee</strong> 4 tentacles +29 melee (1d6+13 plus poison)</p><p><strong>Melee (in pseudonatural form)</strong> 5 tentacle rakes +29 melee (2d8+13 plus poison)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Base Atk</strong> +1; <strong>Grp</strong> +29</p><p><strong>Atk Options</strong> constant insight, improved grab, poison (Fort 19), rotting constriction</p><p><strong>Special Actions</strong> alternate form</p><p><strong>Spell-Like Abilities (CL 20th):</strong></p><p>At will - <em>blur, dimension door, shield, unhallow</em></p><p>-----</p><p><strong>Abilities</strong> Str 36, Dex 18, Con 26, Int 3, Wis 21, Cha 9</p><p><strong>Skills</strong> Hide +5, Listen +9, Spot +9</p><p><strong>Feats</strong> Alertness</p><p>-----</p><p><strong>Alternate Form (Su):</strong> At will, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against pseudonatural creatures in this alternate form.</p><p></p><p><strong>Constant Insight (Su):</strong> The creature makes all its attacks with a +15 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target.</p><p></p><p><strong>Damage Reduction:</strong> A pseudonatural creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.</p><p></p><p><strong>Improved Grab (Ex):</strong> If the creature hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.</p><p></p><p><strong>Poison (Ex):</strong> Injury, Fortitude DC 19, initial and secondary damage 1d4 Strength and 1d4 Constitution. The save DC is Constitution-based.</p><p></p><p><strong>Rotting Constriction (Ex):</strong> Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points.[/sblock]</p><p></p><p><span style="color: lime">What if shriekers were intelligent?</span></p><p></p><p>[sblock=Shrieker nomad 5; CR 3]</p><p>N Medium plant</p><p><strong>Init</strong> -5; <strong>Senses</strong> low-light vision, Listen +6, Spot +5</p><p><strong>Language</strong> Undercommon</p><p>-----</p><p><strong>AC</strong> 8 (-5 Dex, +3 natural), touch 5, flat-footed 8</p><p><strong>hp</strong> 41 (7 HD)</p><p><strong>Immune</strong> critical hits, mind-affecting effects, paralysis, poison, <em>polymorph, sleep</em>, stunning</p><p><strong>Fort</strong> +6, <strong>Ref</strong> --, <strong>Will</strong> +6</p><p>-----</p><p><strong>Spd</strong> 0 ft.</p><p><strong>Ranged Touch</strong> <em>crystal shard</em> +3 (1d6, plus 1d6 per pp expended, up to +5d6)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 0 ft.</p><p><strong>Base Atk</strong> +3; <strong>Grp</strong> -2</p><p><strong>Special Actions</strong> shriek</p><p><strong>Combat Gear</strong> three <em>psionic tattoos</em> (<em>telekinetic thrust</em>, ML 5th)</p><p><strong>Psionic Powers Known (32 pp/day, ML 5th):</strong></p><p>3rd - <em>telekinetic thrust</em> (Will 16)</p><p>2nd - <em>dimension swap, energy push</em> (Fort or Ref half 15), <em>psionic levitate</em></p><p>1st - <em>crystal shard, missive</em></p><p><strong>Discipline</strong> psychoportation</p><p>-----</p><p><strong>Abilities</strong> Str --, Dex --, Con 14, Int 16, Wis 14, Cha 13</p><p><strong>Skills</strong> Autohypnosis +6, Concentration +9 (+13 manifesting defensively), Diplomacy +4, Knowledge (psionics) +10, Listen +6, Psicraft +12, Spot +5</p><p><strong>Feats</strong> Combat Manifestation (B), Expanded Knowledge (B), Psicrystal Affinity, Psionic Body, Scribe Tattoo</p><p>-----</p><p><strong>Shriek (Ex):</strong> Movement or a light source within 10 feet of a shrieker causes the fungus to emit a piercing sound that lasts for 1d3 rounds if the shrieker desires. The sound attracts nearby creatures that are disposed to investigate it. Some creatures that live near shriekers come to learn that the fungus’s noise means there is food nearby.[/sblock]</p><p>[sblock=Psicrystal]</p><p>N Diminutive construct</p><p><strong>Init</strong> +2; <strong>Senses</strong> darkvision 60 ft., low-light vision, Listen +6, Spot +6</p><p><strong>Language</strong> Undercommon</p><p>-----</p><p><strong>AC</strong> 18 (+4 size, +2 Dex, +2 natural), touch 16, flat-footed 16</p><p><strong>hp</strong> 20 (7 HD); <strong>hardness</strong> 8</p><p><strong>Immune</strong> ability damage, ability drain, any effect that requires a Fortitude save (unless the effect also works on objects, or is</p><p>harmless), critical hits, disease, death effects, energy drain, exhaustion, fatigue, mind-affecting effects, necromancy effects, nonlethal damage, paralysis, poison, <em>sleep</em>, stunning</p><p><strong>Fort</strong> +4, <strong>Ref</strong> +3, <strong>Will</strong> +4; improved evasion</p><p>-----</p><p><strong>Spd</strong> 30 ft. (6 squares), climb 20 ft.</p><p><strong>Melee Touch</strong> touch +0</p><p><strong>Space</strong> 1 ft.; <strong>Reach</strong> 0 ft.</p><p><strong>Base Atk</strong> +0; <strong>Grp</strong> -17</p><p><strong>Attack Options</strong> deliver touch powers</p><p><strong>Special Actions</strong> personality, self-propulsion, share powers, sighted, telepathic link, telepathic speech</p><p>-----</p><p><strong>Abilities</strong> Str 1, Dex 15, Con --, Int 8, Wis 10, Cha 10</p><p><strong>Skills</strong> Autohypnosis +4, Climb +14, Concentration +7, Hide +14, Knowledge (psionics) +6, Listen +6, Move Silently +6, Psicraft +6, Search +3, Spot +6</p><p><strong>Feats</strong> Alertness</p><p>-----</p><p><strong>Personality (Ex):</strong> Friendly, +3 bonus on Diplomacy checks.[/sblock]</p><p></p><p><span style="color: lime">And one last plant monster to grow on.</span></p><p></p><p>[sblock=Fiendish tendriculos; CR 8]</p><p>NE Huge plant (extraplanar)</p><p><strong>Init</strong> -1; <strong>Senses</strong> darkvision 60 ft., low-light vision, Listen +1, Spot +1</p><p>-----</p><p><strong>AC</strong> 16 (-2 size, -1 Dex, +9 natural), touch 7, flat-footed 16</p><p><strong>hp</strong> 94 (9 HD); <strong>DR</strong> 5/magic; <strong>regeneration</strong> 10</p><p><strong>Immune</strong> critical hits, mind-affecting effects, paralysis, poison, <em>polymorph, sleep</em>, stunning</p><p><strong>Resist</strong> cold 10, fire 10</p><p><strong>SR</strong> 14</p><p><strong>Fort</strong> +12, <strong>Ref</strong> +2, <strong>Will</strong> +4</p><p>-----</p><p><strong>Spd</strong> 20 ft. (4 squares)</p><p><strong>Melee</strong> bite +13 (2d8+9) and 2 tendrils +8 (1d6+4)</p><p><strong>Space</strong> 15 ft.; <strong>Reach</strong> 15 ft.</p><p><strong>Base Atk</strong> +6; <strong>Grp</strong> +23</p><p><strong>Special Actions</strong> improved grab, paralysis, swallow whole</p><p>-----</p><p><strong>Abilities</strong> Str 28, Dex 9, Con 22, Int 3, Wis 8, Cha 3</p><p><strong>Skills</strong> Hide +9, Listen +1, Move Silently +1, Spot +1</p><p><strong>Feats</strong> Alertness, Iron Will, Power Attack, Stealthy</p><p>-----</p><p><strong>Improved Grab (Ex):</strong> To use this ability, a tendriculos must hit a creature at least one size smaller than itself with its bite attack. 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 try to swallow the opponent in the following round. A tendriculos can also use its improved grab ability on a tendril attack. If it wins the grapple check, it establishes a hold, picks up the opponent, and transfers it to the mouth as a free action, automatically dealing bite damage.</p><p></p><p><strong>Regeneration (Ex):</strong> Bludgeoning weapons and acid deal normal damage to a tendriculos. A tendriculos that loses part of its body mass can regrow it in 1d6 minutes. Holding the severed portion against the mass enables it to reattach instantly.</p><p></p><p><strong>Smite Good (Su):</strong> Once per day the creature can make a normal melee attack to deal 9 points of extra damage equal against a good foe.</p><p></p><p><strong>Swallow Whole/Paralysis (Ex):</strong> A tendriculos can try to swallow a grabbed opponent by making a successful grapple check. Once inside the plant’s mass, the opponent must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds by the tendriculos’s digestive juices, taking 2d6 points of acid damage per round. A new save is required each round inside the plant. The save DC is Constitution-based.</p><p></p><p>A swallowed creature that avoids paralysis can climb out of the mass with a successful grapple check. This returns it to the plant’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the tendriculos’s interior (AC 14). Once the creature exits, the plant’s regenerative capacity closes the hole; another swallowed opponent must cut its own way out. A Huge tendriculos’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 3731862, member: 2795"] [b]Various Plant Monsters[/b] [color=lime]Continuing with the plant monsters....[/color] [sblock=Shambling mound barbarian 4; CR 10] CN Large plant [b]Init[/b] -1; [b]Senses[/b] darkvision 60 ft., low-light vision, Listen +10, Spot +1 [b]Language[/b] Sylvan ----- [b]AC[/b] 21 (–1 size, -1 Dex, +2 armor, +11 natural), touch 8, flat-footed 21; trap sense +1, uncanny dodge [b]AC (when raging)[/b] 19 (–1 size, -1 Dex, +2 armor, +11 natural, -2 rage), touch 6, flat-footed 19; trap sense +1, uncanny dodge [b]hp[/b] 122 (12 HD) [b]hp (when raging)[/b] 146 [b]Immune[/b] critical hits, electricity, mind-affecting effects, paralysis, poison, [i]polymorph, sleep[/i], stunning [b]Resist[/b] fire 10 [b]Fort[/b] +15, [b]Ref[/b] +2, [b]Will[/b] +6; trap sense +1 [b]Fort (when raging)[/b] +17, [b]Will (when raging)[/b] +8 ----- [b]Spd[/b] 30 ft. (6 squares), swim 20 ft. [b]Melee[/b] 2 slams +17 (2d6+7) [b]Melee (when raging)[/b] 2 slams +19 (2d6+9) [b]Space[/b] 10 ft.; [b]Reach[/b] 10 ft. [b]Base Atk[/b] +10; [b]Grp[/b] +21 [b]Atk Options[/b] constrict 2d6+10 (or 2d6+13 when raging), Improved Bullrush, improved grab, Power Attack, rage 2/day (10 rounds) [b]Combat Gear[/b] [i]potion of magic fang +3[/i] ----- [b]Abilities[/b] Str 25, Dex 9, Con 20, Int 8, Wis 13, Cha 8 [b]Abilities (when raging)[/b] Str 29, Con 24 [b]Skills[/b] Hide +6*, Jump +13, Listen +10, Move Silently +6, Survival +7 (*Add +8 racial bonus on Hide checks when in a swampy or forested area.) [b]Skills (when raging)[/b] Jump +15 [b]Feats[/b] Improved Bullrush, Iron Will, Power Attack, Weapon Focus (slam), Track [b]Possessions[/b] [i]bracers of armor +2[/i] ----- [b]Constrict (Ex):[/b] A shambler deals constriction damage with a successful grapple check. [b]Immunity to Electricity (Ex):[/b] Shamblers take no damage from electricity. Instead, any electricity attack used against a shambler temporarily grants it 1d4 points of Constitution. The shambler loses these points at the rate of 1 per hour. [b]Improved Grab (Ex):[/b] To use this ability, a shambler must hit with both 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.[/sblock] [color=lime]The [i]ELH[/i] paragon template is just so over-the-top that it can no longer be ignored in this thread.[/color] [sblock=Advanced paragon assassin vine; CR 26] N Colossal plant [b]Init[/b] +7; [b]Senses[/b] blindsight 30 ft., low-light vision, Listen +10, Spot +1 ----- [b]AC[/b] 51 (-8 size, +7 Dex, +12 insight, +12 luck, +18 natural), touch 33, flat-footed 44 [b]hp[/b] 1,404 (36 HD); [b]DR[/b] 10/epic; [b]fast healing[/b] 20 [b]Immune[/b] critical hits, electricity, mind-affecting effects, paralysis, poison, [i]polymorph, sleep[/i], stunning [b]Resist[/b] cold 10, fire 10 [b]SR[/b] 51 [b]Fort[/b] +49, [b]Ref[/b] +31, [b]Will[/b] +33 ----- [b]Spd[/b] 15 ft. (3 squares) [b]Melee[/b] slam +52 melee (3d6+57) [b]Space[/b] 30 ft.; [b]Reach[/b] 30 ft. (60 ft. with vine) [b]Base Atk[/b] +27; [b]Grp[/b] +68 [b]Atk Options[/b] constrict 3d6+57, [i]entangle[/i], improved grab [b]Spell-Like Abilities (CL 15th):[/b] 3/day - [i]greater dispel magic, haste, see invisibility[/i] ----- [b]Abilities[/b] Str 61, Dex 25, Con 48, Int --, Wis 29, Cha 25 [b]SQ[/b] camouflage ----- [b]Camouflage (Ex):[/b] Since an assassin vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version. [b]Constrict (Ex):[/b] An assassin vine deals 3d6+57 points of damage with a successful grapple check. [b]Damage Reduction:[/b] A paragon creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction. [b]Entangle (Su):[/b] An assassin vine can animate plants within 30 ft. of itself as a free action (Ref DC 41 partial). The effect lasts until the vine dies or decides to end it (also a free action). The save DC is Wisdom-based. The ability is otherwise similar to an [i]entangle[/i] spell (caster level 4th). [b]Improved Grab (Ex):[/b] To use this ability, an assassin vine must hit with its slam attack. 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.[/sblock] [color=lime]Here's what happens when you stick the pseudonatural template on a low CR monster. There's no way this beastie is actually CR 19. I'd put its real CR at no higher than half that amount.[/color] [sblock=Pseudonatural violet fungus; CR 19 (not really)] N Medium outsider (extraplanar) [b]Init[/b] +4; [b]Senses[/b] low-light vision, Listen +9, Spot +9 ----- [b]AC[/b] 49 (+4 Dex, +35 natural), touch 14, flat-footed 45 [b]hp[/b] 32 (2 HD); [b]DR[/b] 5/epic [b]Immune[/b] critical hits, mind-affecting effects, paralysis, poison, [i]polymorph, sleep[/i], stunning [b]Resist[/b] acid 15, electricity 15 [b]SR[/b] 10 [b]Fort[/b] +11, [b]Ref[/b] +4, [b]Will[/b] +5 ----- [b]Spd[/b] 20 ft. (4 squares) [b]Melee[/b] 4 tentacles +29 melee (1d6+13 plus poison) [b]Melee (in pseudonatural form)[/b] 5 tentacle rakes +29 melee (2d8+13 plus poison) [b]Space[/b] 5 ft.; [b]Reach[/b] 10 ft. [b]Base Atk[/b] +1; [b]Grp[/b] +29 [b]Atk Options[/b] constant insight, improved grab, poison (Fort 19), rotting constriction [b]Special Actions[/b] alternate form [b]Spell-Like Abilities (CL 20th):[/b] At will - [i]blur, dimension door, shield, unhallow[/i] ----- [b]Abilities[/b] Str 36, Dex 18, Con 26, Int 3, Wis 21, Cha 9 [b]Skills[/b] Hide +5, Listen +9, Spot +9 [b]Feats[/b] Alertness ----- [b]Alternate Form (Su):[/b] At will, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against pseudonatural creatures in this alternate form. [b]Constant Insight (Su):[/b] The creature makes all its attacks with a +15 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target. [b]Damage Reduction:[/b] A pseudonatural creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction. [b]Improved Grab (Ex):[/b] If the creature hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. [b]Poison (Ex):[/b] Injury, Fortitude DC 19, initial and secondary damage 1d4 Strength and 1d4 Constitution. The save DC is Constitution-based. [b]Rotting Constriction (Ex):[/b] Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points.[/sblock] [color=lime]What if shriekers were intelligent?[/color] [sblock=Shrieker nomad 5; CR 3] N Medium plant [b]Init[/b] -5; [b]Senses[/b] low-light vision, Listen +6, Spot +5 [b]Language[/b] Undercommon ----- [b]AC[/b] 8 (-5 Dex, +3 natural), touch 5, flat-footed 8 [b]hp[/b] 41 (7 HD) [b]Immune[/b] critical hits, mind-affecting effects, paralysis, poison, [i]polymorph, sleep[/i], stunning [b]Fort[/b] +6, [b]Ref[/b] --, [b]Will[/b] +6 ----- [b]Spd[/b] 0 ft. [b]Ranged Touch[/b] [i]crystal shard[/i] +3 (1d6, plus 1d6 per pp expended, up to +5d6) [b]Space[/b] 5 ft.; [b]Reach[/b] 0 ft. [b]Base Atk[/b] +3; [b]Grp[/b] -2 [b]Special Actions[/b] shriek [b]Combat Gear[/b] three [i]psionic tattoos[/i] ([i]telekinetic thrust[/i], ML 5th) [b]Psionic Powers Known (32 pp/day, ML 5th):[/b] 3rd - [i]telekinetic thrust[/i] (Will 16) 2nd - [i]dimension swap, energy push[/i] (Fort or Ref half 15), [i]psionic levitate[/i] 1st - [i]crystal shard, missive[/i] [b]Discipline[/b] psychoportation ----- [b]Abilities[/b] Str --, Dex --, Con 14, Int 16, Wis 14, Cha 13 [b]Skills[/b] Autohypnosis +6, Concentration +9 (+13 manifesting defensively), Diplomacy +4, Knowledge (psionics) +10, Listen +6, Psicraft +12, Spot +5 [b]Feats[/b] Combat Manifestation (B), Expanded Knowledge (B), Psicrystal Affinity, Psionic Body, Scribe Tattoo ----- [b]Shriek (Ex):[/b] Movement or a light source within 10 feet of a shrieker causes the fungus to emit a piercing sound that lasts for 1d3 rounds if the shrieker desires. The sound attracts nearby creatures that are disposed to investigate it. Some creatures that live near shriekers come to learn that the fungus’s noise means there is food nearby.[/sblock] [sblock=Psicrystal] N Diminutive construct [b]Init[/b] +2; [b]Senses[/b] darkvision 60 ft., low-light vision, Listen +6, Spot +6 [b]Language[/b] Undercommon ----- [b]AC[/b] 18 (+4 size, +2 Dex, +2 natural), touch 16, flat-footed 16 [b]hp[/b] 20 (7 HD); [b]hardness[/b] 8 [b]Immune[/b] ability damage, ability drain, any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless), critical hits, disease, death effects, energy drain, exhaustion, fatigue, mind-affecting effects, necromancy effects, nonlethal damage, paralysis, poison, [i]sleep[/i], stunning [b]Fort[/b] +4, [b]Ref[/b] +3, [b]Will[/b] +4; improved evasion ----- [b]Spd[/b] 30 ft. (6 squares), climb 20 ft. [b]Melee Touch[/b] touch +0 [b]Space[/b] 1 ft.; [b]Reach[/b] 0 ft. [b]Base Atk[/b] +0; [b]Grp[/b] -17 [b]Attack Options[/b] deliver touch powers [b]Special Actions[/b] personality, self-propulsion, share powers, sighted, telepathic link, telepathic speech ----- [b]Abilities[/b] Str 1, Dex 15, Con --, Int 8, Wis 10, Cha 10 [b]Skills[/b] Autohypnosis +4, Climb +14, Concentration +7, Hide +14, Knowledge (psionics) +6, Listen +6, Move Silently +6, Psicraft +6, Search +3, Spot +6 [b]Feats[/b] Alertness ----- [b]Personality (Ex):[/b] Friendly, +3 bonus on Diplomacy checks.[/sblock] [color=lime]And one last plant monster to grow on.[/color] [sblock=Fiendish tendriculos; CR 8] NE Huge plant (extraplanar) [b]Init[/b] -1; [b]Senses[/b] darkvision 60 ft., low-light vision, Listen +1, Spot +1 ----- [b]AC[/b] 16 (-2 size, -1 Dex, +9 natural), touch 7, flat-footed 16 [b]hp[/b] 94 (9 HD); [b]DR[/b] 5/magic; [b]regeneration[/b] 10 [b]Immune[/b] critical hits, mind-affecting effects, paralysis, poison, [i]polymorph, sleep[/i], stunning [b]Resist[/b] cold 10, fire 10 [b]SR[/b] 14 [b]Fort[/b] +12, [b]Ref[/b] +2, [b]Will[/b] +4 ----- [b]Spd[/b] 20 ft. (4 squares) [b]Melee[/b] bite +13 (2d8+9) and 2 tendrils +8 (1d6+4) [b]Space[/b] 15 ft.; [b]Reach[/b] 15 ft. [b]Base Atk[/b] +6; [b]Grp[/b] +23 [b]Special Actions[/b] improved grab, paralysis, swallow whole ----- [b]Abilities[/b] Str 28, Dex 9, Con 22, Int 3, Wis 8, Cha 3 [b]Skills[/b] Hide +9, Listen +1, Move Silently +1, Spot +1 [b]Feats[/b] Alertness, Iron Will, Power Attack, Stealthy ----- [b]Improved Grab (Ex):[/b] To use this ability, a tendriculos must hit a creature at least one size smaller than itself with its bite attack. 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 try to swallow the opponent in the following round. A tendriculos can also use its improved grab ability on a tendril attack. If it wins the grapple check, it establishes a hold, picks up the opponent, and transfers it to the mouth as a free action, automatically dealing bite damage. [b]Regeneration (Ex):[/b] Bludgeoning weapons and acid deal normal damage to a tendriculos. A tendriculos that loses part of its body mass can regrow it in 1d6 minutes. Holding the severed portion against the mass enables it to reattach instantly. [b]Smite Good (Su):[/b] Once per day the creature can make a normal melee attack to deal 9 points of extra damage equal against a good foe. [b]Swallow Whole/Paralysis (Ex):[/b] A tendriculos can try to swallow a grabbed opponent by making a successful grapple check. Once inside the plant’s mass, the opponent must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds by the tendriculos’s digestive juices, taking 2d6 points of acid damage per round. A new save is required each round inside the plant. The save DC is Constitution-based. A swallowed creature that avoids paralysis can climb out of the mass with a successful grapple check. This returns it to the plant’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the tendriculos’s interior (AC 14). Once the creature exits, the plant’s regenerative capacity closes the hole; another swallowed opponent must cut its own way out. A Huge tendriculos’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.[/sblock] [/QUOTE]
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