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<blockquote data-quote="Agamemnon" data-source="post: 1921281" data-attributes="member: 2567"><p>I just found some monster notes, so here they are.</p><p></p><p>--</p><p></p><p>Pinefolk</p><p></p><p>Large Plant</p><p>Hit Dice: 5d8+20 (42 hp)</p><p>Initiative: -1 (-1 Dex)</p><p>Movement: 30 feet</p><p>AC: 16 (-1 size, -1 Dex. +8 natural)</p><p>Attacks: 2 slams +8 melee</p><p>Damage Slam 1d8+5</p><p>Face/Reach: 5 ft. by 5 ft./10 ft.</p><p>Special Attacks: None</p><p>Special Qualities: Plant, Cold resistance 10, Fire vulnerability, half damage from piercing</p><p>Saves: Fort. +3, Will +2, Ref. +2</p><p>Abilities: Str 20, Con 19, Dex 8, Int 12, Wis 16, Cha 10</p><p>Skills: Hide +2*, Intimidate +5, Knowledge (any one) +6, Listen +8, Sense Motive +8, Spot +6, Survival +11</p><p></p><p>Climate/terrain: Any mountain</p><p>Organization: Solitary</p><p>Challenge rating: 4</p><p>Treasure: None</p><p>Alignment: Neutral</p><p>Advancement: 6-9 HD (Large)</p><p> 10-14 HD (Huge)</p><p></p><p>This variety of treant is encountered and only on the furthest mountainsides, away from civilization. The pinefolk keep to themselves and tend to react poorly to unexpected visitors. Most people who travel in the mountains walk silently, lest they disturb the pinefolk, whose wrath can sometimes be truly devastating. Druids are known to befriend pinefolk, but the process can take years.</p><p></p><p>Physically, the pinefolk are smaller than normal treants and, resemble stunted and twisted mountain pines.</p><p></p><p>Combat: </p><p></p><p>Pinefolk only engage in combat with those that are a threat to their forest. Because they lack the special offensive powers of other treants, such as animating trees, they tend to rely on brute force and numbers. They get along with other intelligent creatures of the forests and can expect their help if needed.</p><p></p><p>Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.</p><p></p><p>Fire Vulnerability (Ex): Pinefolk take double damage from fire attacks unless the attack allows a save, in which case it takes double damage on a failure and no damage on a success.</p><p></p><p>Half Damage from Piercing (Ex): Piercing weapons deal only half damage to pinefolk, with a minimum of 1 point of damage.</p><p></p><p>Skills: Pinefolk receive skills as if they were fey. * Pinefolk have a +10 racial bonus to Hide in forested areas.</p></blockquote><p></p>
[QUOTE="Agamemnon, post: 1921281, member: 2567"] I just found some monster notes, so here they are. -- Pinefolk Large Plant Hit Dice: 5d8+20 (42 hp) Initiative: -1 (-1 Dex) Movement: 30 feet AC: 16 (-1 size, -1 Dex. +8 natural) Attacks: 2 slams +8 melee Damage Slam 1d8+5 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: None Special Qualities: Plant, Cold resistance 10, Fire vulnerability, half damage from piercing Saves: Fort. +3, Will +2, Ref. +2 Abilities: Str 20, Con 19, Dex 8, Int 12, Wis 16, Cha 10 Skills: Hide +2*, Intimidate +5, Knowledge (any one) +6, Listen +8, Sense Motive +8, Spot +6, Survival +11 Climate/terrain: Any mountain Organization: Solitary Challenge rating: 4 Treasure: None Alignment: Neutral Advancement: 6-9 HD (Large) 10-14 HD (Huge) This variety of treant is encountered and only on the furthest mountainsides, away from civilization. The pinefolk keep to themselves and tend to react poorly to unexpected visitors. Most people who travel in the mountains walk silently, lest they disturb the pinefolk, whose wrath can sometimes be truly devastating. Druids are known to befriend pinefolk, but the process can take years. Physically, the pinefolk are smaller than normal treants and, resemble stunted and twisted mountain pines. Combat: Pinefolk only engage in combat with those that are a threat to their forest. Because they lack the special offensive powers of other treants, such as animating trees, they tend to rely on brute force and numbers. They get along with other intelligent creatures of the forests and can expect their help if needed. Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits. Fire Vulnerability (Ex): Pinefolk take double damage from fire attacks unless the attack allows a save, in which case it takes double damage on a failure and no damage on a success. Half Damage from Piercing (Ex): Piercing weapons deal only half damage to pinefolk, with a minimum of 1 point of damage. Skills: Pinefolk receive skills as if they were fey. * Pinefolk have a +10 racial bonus to Hide in forested areas. [/QUOTE]
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