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Special Conversion Thread: Plants

Retain the skills and feats of the shambler?

I'd keep the feats since they fit the Weed Giant just as well.

A shambler's Power Attack and Weapon Focus (slam) make sense but there's less point to giving them Iron Will, considering they have Immune to Mind-Affecting Effects. We could swap that for something else, like Stealthy.

That said, Iron Will seems to be a standard feat for Plant monsters, so I'd be OK with keeping it.

A weed giant's body has an x-foot girth and is about 12 feet tall when the creature stands erect. It weighs about x pounds. (A shambler’s body has an 8-foot girth and is about 6 feet tall when the creature stands erect. It weighs about 3,800 pounds.)

I think we'd better give it similar dimensions to a shambler. If we give it the same ratio or height to girth it'd be 12' tall and 16' across, which would probably make it Huge.

The description suggests their shape is rather mutable, since they're just a mass of weed. How about:

A weed giant's body is a loose mass of weed with a roughly humanoid shape. It is usually about 12 feet long when floating in water, but can gather itself into a compact mass with an 8-foot girth that stands about 6 feet tall. A typical weed giant weighs 3,800 pounds.
 

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Updated.

CR 6 like the mound?

Anything else?

Giving them the same CR as a shambling mound suits me.

The Update looks fine, except it's got an extraneous "This" in the first paragraph:

Weed giants are intelligent, carnivorous aquatic plants related to shambling mounds. This A single weed giant is composed of several hundred strands of semi-intelligent seaweed. The weed giant is not rooted, and is capable of both swimming and shambling along the seafloor. Although it can sustain itself off nutrients in the water like most seaweed, it also feeds by entrapping creatures or other plants in its strands and decomposing them with its digestive secretions, then absorbing their remains through its strands.
 

Updated.

REKEIHS
FREQUENCY: Very rare
NO. APPEARING: 1 (20% chance of 2-5)
ARMOR CLASS: 7 (body), 2 (tentacles)
MOVE: 3.
HIT DICE: 4-6
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 4 tentacles
DAMAGE/ATTACK: 1-10/1-10/1-10/1-10
SPECIAL ATTACKS: Multiple attacks
SPECIAL DEFENSES: Cold resistance
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: M (5’-6’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X. P. VAL.: 4 HD, III/110 + 4/hp;
5HD, XV/170 + 5/hp; 6 HD, 300 + 6/hp

The rekeihs (pronounced ree-KAYZ; the name is the same in singular or plural forms) is a carnivorous plant found in tropical swamps and other warm, damp areas, including some dungeons. It preys largely upon live animals, including adventurers who wander into its territory.

A rekeihs has four powerful legs that form its major root systems; these are used to draw nourishment from slain animal victims and, when necessary, from muddy soil. Although it is powerful, the rekeihs is a slow-moving creature with no jumping ability.

The four upper tentacles of the rekeihs are secondary roots that anchor themselves in mud when the creature isn’t moving. They are also used in combat and can drag slain prey toward the rekeihs. When attacking, the tentacles lash out and grasp a victim, wrapping partially around it; then the tentacles suddenly jerk free and the suction pads underneath each tentacle rip away at the victim’s skin. If the victim is using a shield, there.s a 25% chance that the shield will be pulled away by any one tentacle unless the shield bearer can roll his chance to open doors (based upon his strength). Victims wearing armor of AC 5 or better will only suffer 1-4 hp damage per tentacle attack.

A rekeihs is able to attack four opponents at once and can direct up to three of its tentacles against any one single opponent. The main body and legs of a rekeihs are AC 7; the tentacles are AC 2.

Growing from the top of the rekeihs’s head are vibration and auditory sensors, which can pick up any loud sounds within a 25’ radius of the creature. Each of the rekeihs’s four eyes have infravision out to 30’ and regular vision out to 120’. (Rekeihs are nearsighted.) Rekeihs are drawn toward moving light sources and will often attack illuminated beings at night. They take half damage from all cold-based attacks, but fire-based attacks do +2 hp per dice of damage to them.

Once a year, a rekeihs will reproduce using a slain animal or human victim. It will attach its four “legs” to the victim, though it will fend off attackers during this time with its tentacles if necessary. Within one turn, the rekeihs will have sent rootlets throughout the body of the victim; raising the victim from the dead is then impossible without use of a wish. The rekeihs will become immobile (except for its flailing tentacles during a fight). Within 3-18 turns after attaching itself to a body, the rekeihs will explode violently, causing 6-24 points damage to all within 30’ of it. This kills the rekeihs, but within 2-12 turns after this explosion, from 3-6 young rekeihs (each 1’ tall) will grow and separate from the body of the slain victim.

The young rekeihs will grow at an astounding rate; within a month, the (1 HD at birth) youth will have grown to adult size (4 HD). A new hit die is gained every month afterward until full adult size (6 HD) is gained.

The rekeihs has a bulbous shape with four stout legs and four tentacles-spaced even around the body. Above each tentacle is a single unblinking eye, and a wavy growth of filaments extend from the top of its head. The main body of the rekeihs is a dull, mottled green; the legs and tentacles are darker, turning to purple or even blue in older specimens. The eyes are dull black with green pupils.

Originally appeared in Dragon Magazine #94 (1985).
 

Well, the assassin vine is probably the closest in HD, so we could downsize one to Medium, giving Str 12, Dex 12, Con 12, Int —, Wis 13, Cha 9. That doesn't seem quite right, since this should have good Con and probably better Str and doesn't sound too dextrous. How about Str 14, Dex 8, Con 16, Int 3, Wis 13, Cha 9?

Seems like it should have Imp Disarm as a bonus feat or else some kind of disarm attack. The reproductive death throes is maybe the most interesting thing, though.
 

Downsizing a tendriculos to Medium:
Str 12, Dex 13, Con 14, Int 3, Wis 8, Cha 3

The vine horror is a bit closer to the rekheis in size and structure:
Str 18, Dex 10, Con 19, Int 9, Wis 13, Cha 10

So maybe boost freyar's physical scores a bit?

Say, Str 16, Dex 10, Con 18, Int 3, Wis 13, Cha 9?

And some form of disarm sounds like a good idea.
 

Your abilities are fine, though I kind of like the idea of less Dex due to their slow movement. Not a big deal, however.
 

Well, the assassin vine is probably the closest in HD, so we could downsize one to Medium, giving Str 12, Dex 12, Con 12, Int —, Wis 13, Cha 9. That doesn't seem quite right, since this should have good Con and probably better Str and doesn't sound too dextrous. How about Str 14, Dex 8, Con 16, Int 3, Wis 13, Cha 9?

The description really reminds me of a Phantom Fungus, so I'd use similar stats:

Phantom Fungus: Str 14, Dex 10, Con 16, Int 2, Wis 11, Cha 9

Hmm, that's pretty close to what Freyar's got, so could we compromise with:

Rekeihs: Str 14, Dex 9, Con 16, Int 3, Wis 12, Cha 9
 



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