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Spirit of the Virgin Lands
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<blockquote data-quote="The Vorpal Tribble" data-source="post: 2436136" data-attributes="member: 9755"><p><span style="color: DarkOliveGreen"><span style="font-family: 'Book Antiqua'"><span style="font-size: 15px"><strong>Spirit of the Virgin Lands</strong></span></span></span></p><p></p><p>Huge Outsider (evil)</p><p>Hit Dice: 17d10+170 (255 hp)</p><p>Initiative: -1</p><p>Speed: 50 ft. (10 squares), Climb 80 ft. </p><p>AC: 23 (-1 dex, +16 natural, -2 size), touch 7, flat-footed 24, 20% mis-chance</p><p>BAB/Grapple: +17/+37</p><p>Space/Reach: 15 ft./20 ft.</p><p>Attack: Bite +23 melee (2d8+8) </p><p>Full attack: Bite +23 melee (2d8+8) and slam +18 melee (2d6+8)</p><p>Special Attacks: Primeval Reversion, Ressurect Plant, Spell-like Abilities, Verdant Storm</p><p>Special Qualities: Damage Reduction 20/Good, Darkvision 60 ft., Death Resistant, Fast Healing 10, Low-light vision, Plant Traits, Spell Resistance 16, Superior Woodland Stride</p><p>Saves: Fort +22, Ref +9, Will +19</p><p>Abilities: Str 27, Dex 9, Con 31, Int 12, Wis 29, Cha 15 </p><p>Skills: Autohypnosis +29, Balance +19, Climb +36, Intimidate +22, Jump +28, Knowledge (geography) +21, Knowledge (nature) +35, Survival +29, Swim +28</p><p>Feats: Diehard, Great Fortitude, Improved Grapple, Improved Overrun, Power Attack, Snatch</p><p>Environment: Any</p><p>Organization: Solitary</p><p>CR: 22</p><p>Alignment: Neutral Evil</p><p>Treasure: None</p><p>Advancement: --</p><p>Level Adjustment: --</p><p></p><p>Spirits of the Virgin Lands are unique in composition, being of a natural material called Grystaline which seems to have properties of both plant tissue and organic crystal. It is unearthly beautiful and appears vaguely like that of a massive caterpillar composed of irregular triangles that repeat themselves endlessly in fold after fold of fractal patterns that twist into themselves to form its somewhat tubular shape. These triangles are misty and semi-transparent, like fleshy glass, and are a swirl of all shades of greens and greys with areas of light turquoise. Through the skin can be seen more layers of crystal like windows opening into more windows into more windows to a seeming depth far beyond the actual size of this creature. Thousand of triangular legs support it, but as it walks they seem to be enveloped or passed on along the body and new legs regrow. In fact the creature is actually continually spiraling in a self-revolving walk. Its one end can only be considered its head for that end is quite complex with a matrix of combining crystals. </p><p></p><p>However, most of the above is rarely ever witnessed for a great roiling cloud of oily green-tinged smoke continuously surrounds the creature, only showing an occassional glint of its actual structure. Many come upon this cloud thinking there a forest fire. </p><p></p><p>Spirits of the Virgin Lands are at the same time lovers and destroyers of life. They see all non-plant thinking creatures as potential rivals and seek out to destroy them and revert their societies into the original pristine wilderness. Even fey are destroyed without a moment's thought if encountered. </p><p></p><p>Spirits of the Virgin Lands are neither demonic or devilish and do not wage war as they do; destroying all life if they can. Spirits of the Virgin Lands instead attempt to remove all opposition and keep the lands intact. For to them the destruction of forests, grasslands, swamps, whatever it be, is an utter waste. When they and their kind finally rule they will have something worth having conquered, not the molten slag of poison and dust that the other evil outsiders will be left with if either side eventually prevales. </p><p></p><p>And unlike the demons and devils whom wage their loud wars and attract all manner of attention, Spirits of the Virgin Lands rarely, if ever, leave behind any whom can spread a tale. Nor is anything but the land primeval and untouched there to show their passage. In this way they plan on taking over the multiverse, plane by plane, land by land, and none shall stand in their way. All fauna will give way to the pureness of flora. </p><p></p><p>Some say the Spirits of the Virgin Lands are natives to the Plane of Wood, while others the realm of Positive Energy. In fact, both are correct, as they come from where the two elements border one another.</p><p></p><p>Spirits of the Virgin Lands are far heavier than even their appearance hints at, being incredibly dense, and are several hundred tons all told.</p><p> They speak their own language, which consists of the manipulation of life force of such subtely none others can comprehend it, even if they realized it WAS a language. They also speak fey, but only to other plant creatures. No Spirit will deign speak to a flesh and blood being, though they are known to communicate with elementals from time to time. </p><p></p><p></p><p><strong>Combat:</strong></p><p>Spirits of the Virgin Lands rarely revert to physical combat, their natural abilities and spells the match for all but the most powerful opponents. If neccessary however they will attempt to crush their foes beneath themselves or slice them in two with their sharp head parts. </p><p></p><p><strong>Primeval Reversion (Su):</strong></p><p>Once per week a Spirit of the Virgin Lands can erase all presence of civilization within a five mile radius by calling upon the primeval memories of the life force of the land itself. Within the blink of an eye a village can disapear and all signs of its existence erased. A DC 28 will save must be made by every one within this radius or they disapear from history as well. The reverted area cannot be detected as any different from the surrounding lands by magic or any other means, even by Miracle or Wish, for what is left is wholey natural. </p><p></p><p><strong>Resistance to Death (Ex):</strong></p><p>A Spirit of the Virgin Lands is so full of life force that they get a +10 bonus to their saving throws against death spells and affects. Even if the fail is saved the Spirit only takes half damage. The Spirits also only take half damage from ability drain. </p><p></p><p><strong>Ressurect Plant (Su):</strong></p><p>Any plant or plant-based object comes to life within 60 feet of a Spirit of the Virgin Lands as if from a ressurection spell. Anything with wooden components fall apart instantly and the wood portions sprout into a full grown tree, or combine into a full grown tree if close by. Thatch and like materials grows into thick, waving grass and any clothing woven from plant fibers fall off their wearer and grows into the original plant. This growth takes several minutes and does no harm to those nearby. </p><p><strong></strong></p><p><strong>Spell-like Abilities:</strong></p><p>Caster level 20. Save DC's are Charisma based. </p><p>At will: Commune With Nature, Entangle, Know Direction, Plant Growth, Purify Food and Drink, Speak With Plants;4/day: Liveoak, Wall of Thorns; 1/day Fly, Shambler, Transport Via Plant. </p><p></p><p><strong>Superior Woodland Stride (Su):</strong></p><p>A spirit of the virgin lands may move through natural thorns, briars, overgrown areas, and similar terrain at its normal speed and without taking damage or suffering any other impairment. This includes areas that are magically manipulated to impede motion. </p><p></p><p><strong>Verdant Storm (Su):</strong></p><p>At all times a Spirit of the Virgin Lands is surrounded by a flickering greenish cloud that extends up to ten feet from the creature itself. All plant life this smoke touches goes into sudden powerful growth, becoming healthier, more vibrant and goes into instant bloom if applicable. Any plant creatures are instantly healed of all damage. </p><p>Beings whom breathe in this smokey cloud begin to be converted into plant material and their cells multiply with the fractal pattern of flora. </p><p>Non-sentient beings within must make a DC 18 fortitude save every round or convert into a chaotic mound of unmoving plant matter. Those whom make the save convert into a Woodling (see p. 197 of the Monster Manual III).</p><p>Sentient beings are unable to withstand this change and a DC 20 fortitude must be made or they die within 1d6 rounds as their body destroys itself. Those who make the save are naseated for as long as they remains within the cloud. </p><p></p><p>One's breath can be held while inside the cloud for up to six consecutive rounds, but after that the smoke is absorbed by the pores of the body and are considered to have breathed in the smoke. </p><p></p><p>Because of this cloud the Spirit gains a 20% miss chance. </p><p><strong></strong></p><p><strong>Wooden Reverence (Ex):</strong></p><p>All plants, whether intelligent or vegetable minded, can sense the approach of a Spirit of the Virgin Land of which they hold in awe. No plant creature or Woodling will harm the Spirit, even if summoned and commanded by another. In fact, any plant creatures nearby will do the bidding of the Spirit, unless the plant has been summoned by a non-Spirit. </p><p></p><p><strong>Skills:</strong> Spirits of the Virgin Land have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. They also gain a +12 insight bonus to Knowledge (nature checks). </p><p></p><p></p><p>-=-=-=-=-=-</p><p></p><p>As tough as the goomer is I just don't see it being mightier than the tarrasque. Any suggestions on its CR would be great. </p><p></p><p>I think only my Dragon Uncarnate took me longer to make than this booger... *pants*</p></blockquote><p></p>
[QUOTE="The Vorpal Tribble, post: 2436136, member: 9755"] [COLOR=DarkOliveGreen][FONT=Book Antiqua][SIZE=4][b]Spirit of the Virgin Lands[/b][/SIZE][/FONT][/COLOR] Huge Outsider (evil) Hit Dice: 17d10+170 (255 hp) Initiative: -1 Speed: 50 ft. (10 squares), Climb 80 ft. AC: 23 (-1 dex, +16 natural, -2 size), touch 7, flat-footed 24, 20% mis-chance BAB/Grapple: +17/+37 Space/Reach: 15 ft./20 ft. Attack: Bite +23 melee (2d8+8) Full attack: Bite +23 melee (2d8+8) and slam +18 melee (2d6+8) Special Attacks: Primeval Reversion, Ressurect Plant, Spell-like Abilities, Verdant Storm Special Qualities: Damage Reduction 20/Good, Darkvision 60 ft., Death Resistant, Fast Healing 10, Low-light vision, Plant Traits, Spell Resistance 16, Superior Woodland Stride Saves: Fort +22, Ref +9, Will +19 Abilities: Str 27, Dex 9, Con 31, Int 12, Wis 29, Cha 15 Skills: Autohypnosis +29, Balance +19, Climb +36, Intimidate +22, Jump +28, Knowledge (geography) +21, Knowledge (nature) +35, Survival +29, Swim +28 Feats: Diehard, Great Fortitude, Improved Grapple, Improved Overrun, Power Attack, Snatch Environment: Any Organization: Solitary CR: 22 Alignment: Neutral Evil Treasure: None Advancement: -- Level Adjustment: -- Spirits of the Virgin Lands are unique in composition, being of a natural material called Grystaline which seems to have properties of both plant tissue and organic crystal. It is unearthly beautiful and appears vaguely like that of a massive caterpillar composed of irregular triangles that repeat themselves endlessly in fold after fold of fractal patterns that twist into themselves to form its somewhat tubular shape. These triangles are misty and semi-transparent, like fleshy glass, and are a swirl of all shades of greens and greys with areas of light turquoise. Through the skin can be seen more layers of crystal like windows opening into more windows into more windows to a seeming depth far beyond the actual size of this creature. Thousand of triangular legs support it, but as it walks they seem to be enveloped or passed on along the body and new legs regrow. In fact the creature is actually continually spiraling in a self-revolving walk. Its one end can only be considered its head for that end is quite complex with a matrix of combining crystals. However, most of the above is rarely ever witnessed for a great roiling cloud of oily green-tinged smoke continuously surrounds the creature, only showing an occassional glint of its actual structure. Many come upon this cloud thinking there a forest fire. Spirits of the Virgin Lands are at the same time lovers and destroyers of life. They see all non-plant thinking creatures as potential rivals and seek out to destroy them and revert their societies into the original pristine wilderness. Even fey are destroyed without a moment's thought if encountered. Spirits of the Virgin Lands are neither demonic or devilish and do not wage war as they do; destroying all life if they can. Spirits of the Virgin Lands instead attempt to remove all opposition and keep the lands intact. For to them the destruction of forests, grasslands, swamps, whatever it be, is an utter waste. When they and their kind finally rule they will have something worth having conquered, not the molten slag of poison and dust that the other evil outsiders will be left with if either side eventually prevales. And unlike the demons and devils whom wage their loud wars and attract all manner of attention, Spirits of the Virgin Lands rarely, if ever, leave behind any whom can spread a tale. Nor is anything but the land primeval and untouched there to show their passage. In this way they plan on taking over the multiverse, plane by plane, land by land, and none shall stand in their way. All fauna will give way to the pureness of flora. Some say the Spirits of the Virgin Lands are natives to the Plane of Wood, while others the realm of Positive Energy. In fact, both are correct, as they come from where the two elements border one another. Spirits of the Virgin Lands are far heavier than even their appearance hints at, being incredibly dense, and are several hundred tons all told. They speak their own language, which consists of the manipulation of life force of such subtely none others can comprehend it, even if they realized it WAS a language. They also speak fey, but only to other plant creatures. No Spirit will deign speak to a flesh and blood being, though they are known to communicate with elementals from time to time. [b]Combat:[/b] Spirits of the Virgin Lands rarely revert to physical combat, their natural abilities and spells the match for all but the most powerful opponents. If neccessary however they will attempt to crush their foes beneath themselves or slice them in two with their sharp head parts. [b]Primeval Reversion (Su):[/b] Once per week a Spirit of the Virgin Lands can erase all presence of civilization within a five mile radius by calling upon the primeval memories of the life force of the land itself. Within the blink of an eye a village can disapear and all signs of its existence erased. A DC 28 will save must be made by every one within this radius or they disapear from history as well. The reverted area cannot be detected as any different from the surrounding lands by magic or any other means, even by Miracle or Wish, for what is left is wholey natural. [b]Resistance to Death (Ex):[/b] A Spirit of the Virgin Lands is so full of life force that they get a +10 bonus to their saving throws against death spells and affects. Even if the fail is saved the Spirit only takes half damage. The Spirits also only take half damage from ability drain. [b]Ressurect Plant (Su):[/b] Any plant or plant-based object comes to life within 60 feet of a Spirit of the Virgin Lands as if from a ressurection spell. Anything with wooden components fall apart instantly and the wood portions sprout into a full grown tree, or combine into a full grown tree if close by. Thatch and like materials grows into thick, waving grass and any clothing woven from plant fibers fall off their wearer and grows into the original plant. This growth takes several minutes and does no harm to those nearby. [b] Spell-like Abilities:[/b] Caster level 20. Save DC's are Charisma based. At will: Commune With Nature, Entangle, Know Direction, Plant Growth, Purify Food and Drink, Speak With Plants;4/day: Liveoak, Wall of Thorns; 1/day Fly, Shambler, Transport Via Plant. [b]Superior Woodland Stride (Su):[/b] A spirit of the virgin lands may move through natural thorns, briars, overgrown areas, and similar terrain at its normal speed and without taking damage or suffering any other impairment. This includes areas that are magically manipulated to impede motion. [b]Verdant Storm (Su):[/b] At all times a Spirit of the Virgin Lands is surrounded by a flickering greenish cloud that extends up to ten feet from the creature itself. All plant life this smoke touches goes into sudden powerful growth, becoming healthier, more vibrant and goes into instant bloom if applicable. Any plant creatures are instantly healed of all damage. Beings whom breathe in this smokey cloud begin to be converted into plant material and their cells multiply with the fractal pattern of flora. Non-sentient beings within must make a DC 18 fortitude save every round or convert into a chaotic mound of unmoving plant matter. Those whom make the save convert into a Woodling (see p. 197 of the Monster Manual III). Sentient beings are unable to withstand this change and a DC 20 fortitude must be made or they die within 1d6 rounds as their body destroys itself. Those who make the save are naseated for as long as they remains within the cloud. One's breath can be held while inside the cloud for up to six consecutive rounds, but after that the smoke is absorbed by the pores of the body and are considered to have breathed in the smoke. Because of this cloud the Spirit gains a 20% miss chance. [b] Wooden Reverence (Ex):[/b] All plants, whether intelligent or vegetable minded, can sense the approach of a Spirit of the Virgin Land of which they hold in awe. No plant creature or Woodling will harm the Spirit, even if summoned and commanded by another. In fact, any plant creatures nearby will do the bidding of the Spirit, unless the plant has been summoned by a non-Spirit. [b]Skills:[/b] Spirits of the Virgin Land have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. They also gain a +12 insight bonus to Knowledge (nature checks). -=-=-=-=-=- As tough as the goomer is I just don't see it being mightier than the tarrasque. Any suggestions on its CR would be great. I think only my Dragon Uncarnate took me longer to make than this booger... *pants* [/QUOTE]
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