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Special Conversion Thread: Plants
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<blockquote data-quote="Cleon" data-source="post: 5156229" data-attributes="member: 57383"><p>Just to be clear, you're suggesting:</p><p></p><p>Spell-Like Abilities: At-will - <em>read thoughts</em>, 3/day - <em>hypnotism </em>(DC14), <em>suggestion</em> (DC16), 1/day - <em>dominate person </em>(DC18), <em>mass suggestion</em> (DC19). Caster level 12th, the save DCs are Charisma-based.</p><p></p><p>That looks reasonable to me.</p><p></p><p>Shall we move on to its melee abilities?</p><p></p><p>The original plant has 4-12 tendrils which can club for 1d6 damage or constrict for 1d4 which it can use to transfer prey to its mouth where they take 1d3 spines + 1 acid damage per round. The mouth doesn't seem to do bite damage, but there's precedent for that.</p><p></p><p>So, 4 tendrils with Improved Grab, Constrict and Swallow Whole?</p><p></p><p>The tendrils can be severed - copy the SRD Giant Octopus's tentacle-severing?</p><p></p><p>I think we'd better increase the Swallow Whole damage quite a bit. 1d6 piercing plus 1d6 acid?</p><p></p><p>It's mobile, but very slow - speed 10 ft?</p><p></p><p>The original monster's tendrils and mouth are AC5, the trunk AC3 and the head AC1. I'd average it to AC3 and convert that to an AD&D AC of 17-18.</p><p></p><p>Putting it together, I'm getting something like this:</p><p></p><p><strong>Helborn</strong></p><p>Large Plant</p><p>Hit Dice: 8d8+32 (68 hp)</p><p>Initiative: +1</p><p>Speed: 10 ft. (2 squares)</p><p>Armor Class: 17 (-1 size, +1 Dex, +7 natural) touch 10, flat-footed 16</p><p>Base Attack/Grapple: +6/+15</p><p>Attack: Tendril +11 melee (1d6+5)</p><p>Full Attack: 4-12 tendrils +11 melee (1d6+5)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Constrict 1d4+5, improved grab, spell-like abilities, swallow whole</p><p>Special Qualities: Low-light vision, plant traits, spell resistance CR+7, telepathy 60 ft.</p><p>Saves: Fort +10, Ref +3, Will +5</p><p>Abilities: Str 20, Dex 13, Con 18, Int 7, Wis 13, Cha 16</p><p>Skills: Bluff +6* (+10 with telepathy), Hide +1* (+9 in undergrowth), Listen +5, Spot +5</p><p>Feats: Power Attack, Iron Will, Weapon Focus (tendril)</p><p>Environment: Warm swamps</p><p>Organization: Solitary</p><p>Challenge Rating: ?</p><p>Treasure: Standard ?</p><p>Alignment: Always neutral evil ?</p><p>Advancement: 9-11 HD (Large), 12-17 HD (Huge), 18-24 HD (Gargantuan)</p><p>Level Adjustment: —</p><p></p><p><strong>Combat</strong></p><p><span style="color: Red">Helborn attack with their tendrils, which they use to crush opponents before attempting to swallow them. Each plant has one tendril for every 2 Hit Dice it possesses, and can attack with all of them simultaneously with a full attack. A helborn can attack a Small or Man-sized opponent with up to four tendrils, a Tiny opponent with two, and a Diminutive or smaller opponent with only one tendril.</span> Opponents can attack a helborn's tendrils with a sunder attempt as if they were weapons. A helborn's tendrils have 10 hit points each. If a helborn is currently grappling a target with the tendril that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a helborn's tendrils deals 5 points of damage to the creature. A helborn usually withdraws from combat if it loses two tendrils. The creature regrows severed limbs in 1d10+10 days. </p><p></p><p><strong> Constrict (Ex):</strong> A helborn deals 1d4+5 points of damage with a successful grapple check.</p><p></p><p><strong> Improved Grab (Ex):</strong> To use this ability, a helborn must hit an opponent of any size with a tentacle 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 and swallow whole.</p><p></p><p><em><strong> Spell-Like Abilities:</strong></em> At-will - <em>read thoughts</em>, 3/day - <em>hypnotism </em>(DC14), <em>suggestion</em> (DC16), 1/day - <em>dominate person </em>(DC18), <em>mass suggestion</em> (DC19). Caster level 12th, the save DCs are Charisma-based.</p><p></p><p><strong> Swallow Whole (Ex):</strong> A helborn can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 1d6+5 points of crushing damage per round plus 1d6 points of acid damage. A swallowed creature can cut its way out by dealing 20 points of damage to the plant's interior (AC 13). Once the creature exits, muscular action close the hole; another swallowed opponent must cut its own way out. A Large helborn's interior can hold 2 Medium, 8 Small, 32 Tiny or 128 Diminutive smaller creatures.</p><p></p><p>Skills: *A hellborn has a +12 racial bonus on Hide checks when amongst undergrowth. *A hellborn has a +4 circumstance bonus on Bluff checks when using its telepathy to communicate.</p></blockquote><p></p>
[QUOTE="Cleon, post: 5156229, member: 57383"] Just to be clear, you're suggesting: Spell-Like Abilities: At-will - [I]read thoughts[/I], 3/day - [I]hypnotism [/I](DC14), [I]suggestion[/I] (DC16), 1/day - [I]dominate person [/I](DC18), [I]mass suggestion[/I] (DC19). Caster level 12th, the save DCs are Charisma-based. That looks reasonable to me. Shall we move on to its melee abilities? The original plant has 4-12 tendrils which can club for 1d6 damage or constrict for 1d4 which it can use to transfer prey to its mouth where they take 1d3 spines + 1 acid damage per round. The mouth doesn't seem to do bite damage, but there's precedent for that. So, 4 tendrils with Improved Grab, Constrict and Swallow Whole? The tendrils can be severed - copy the SRD Giant Octopus's tentacle-severing? I think we'd better increase the Swallow Whole damage quite a bit. 1d6 piercing plus 1d6 acid? It's mobile, but very slow - speed 10 ft? The original monster's tendrils and mouth are AC5, the trunk AC3 and the head AC1. I'd average it to AC3 and convert that to an AD&D AC of 17-18. Putting it together, I'm getting something like this: [B]Helborn[/B] Large Plant Hit Dice: 8d8+32 (68 hp) Initiative: +1 Speed: 10 ft. (2 squares) Armor Class: 17 (-1 size, +1 Dex, +7 natural) touch 10, flat-footed 16 Base Attack/Grapple: +6/+15 Attack: Tendril +11 melee (1d6+5) Full Attack: 4-12 tendrils +11 melee (1d6+5) Space/Reach: 10 ft./10 ft. Special Attacks: Constrict 1d4+5, improved grab, spell-like abilities, swallow whole Special Qualities: Low-light vision, plant traits, spell resistance CR+7, telepathy 60 ft. Saves: Fort +10, Ref +3, Will +5 Abilities: Str 20, Dex 13, Con 18, Int 7, Wis 13, Cha 16 Skills: Bluff +6* (+10 with telepathy), Hide +1* (+9 in undergrowth), Listen +5, Spot +5 Feats: Power Attack, Iron Will, Weapon Focus (tendril) Environment: Warm swamps Organization: Solitary Challenge Rating: ? Treasure: Standard ? Alignment: Always neutral evil ? Advancement: 9-11 HD (Large), 12-17 HD (Huge), 18-24 HD (Gargantuan) Level Adjustment: — [B]Combat[/B] [COLOR=Red]Helborn attack with their tendrils, which they use to crush opponents before attempting to swallow them. Each plant has one tendril for every 2 Hit Dice it possesses, and can attack with all of them simultaneously with a full attack. A helborn can attack a Small or Man-sized opponent with up to four tendrils, a Tiny opponent with two, and a Diminutive or smaller opponent with only one tendril.[/COLOR] Opponents can attack a helborn's tendrils with a sunder attempt as if they were weapons. A helborn's tendrils have 10 hit points each. If a helborn is currently grappling a target with the tendril that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a helborn's tendrils deals 5 points of damage to the creature. A helborn usually withdraws from combat if it loses two tendrils. The creature regrows severed limbs in 1d10+10 days. [B] Constrict (Ex):[/B] A helborn deals 1d4+5 points of damage with a successful grapple check. [B] Improved Grab (Ex):[/B] To use this ability, a helborn must hit an opponent of any size with a tentacle 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 and swallow whole. [I][B] Spell-Like Abilities:[/B][/I] At-will - [I]read thoughts[/I], 3/day - [I]hypnotism [/I](DC14), [I]suggestion[/I] (DC16), 1/day - [I]dominate person [/I](DC18), [I]mass suggestion[/I] (DC19). Caster level 12th, the save DCs are Charisma-based. [B] Swallow Whole (Ex):[/B] A helborn can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 1d6+5 points of crushing damage per round plus 1d6 points of acid damage. A swallowed creature can cut its way out by dealing 20 points of damage to the plant's interior (AC 13). Once the creature exits, muscular action close the hole; another swallowed opponent must cut its own way out. A Large helborn's interior can hold 2 Medium, 8 Small, 32 Tiny or 128 Diminutive smaller creatures. Skills: *A hellborn has a +12 racial bonus on Hide checks when amongst undergrowth. *A hellborn has a +4 circumstance bonus on Bluff checks when using its telepathy to communicate. [/QUOTE]
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