Voda Vosa
First Post
The elementals also swarm around the worm and hack it with their ice turned hands. The Shambling mounds and the elder elemental remain near their patron, waiting obediently.
Roll Lookup
[sblock=The One and the Many]The One and the Many
HP: 330
AC: 27
Touch: 16
Flatfooted: 28
Init: +8
Fort: +34
Ref: +35
Will: +30
Weapon Attack Damage Critical
(SM)Slam +20/+15/+10/+5 2d6+5 x2
Abilities:
Distraction DC 26
Damage Aura (5d6)
Paralysis DC: 28
Poison: Black lotus extract: Contact DC 28 3d6 Con initial damage and 3d6 Con secondary damage.
Tremorsense
Immune to Critical hits
No Weapon Damage
Immune to individually targeted target spells (like disintegrate)
Vulnerable to area affect spells (50% more damage).
Fast healing: 5
Stunning fists: Fort DC: 24. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC (6/day)
Spell-Like abilities:
Speak with Plants: at will
Transport via Plants: 3/day
Living Oak: 3/day
Heal: 3/day
Creeping Doom: 3/day
Plus spell from domain
Spell DC: 24
[sblock=Summons]
[sblock=Shambling mound]
Size/Type: Large Plant
Hit Dice: 8d8+24 (60 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 20 (-1 size, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple: +6/+15
Attack: Slam +11 melee (2d6+5)
Full Attack: 2 slams +11 melee (2d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, constrict 2d6+7
Special Qualities: Darkvision 60 ft., immunity to electricity,
low-light vision, plant traits, resistance to fire 10
Saves: Fort +9, Ref +2, Will +4
Abilities: Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
Skills: Hide +3*, Listen +8, Move Silently +8
Feats: Iron Will, Power Attack, Weapon Focus (slam)
Environment: Temperate marshes
Organization: Solitary
Challenge Rating: 6
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Level Adjustment: +6
[/sblock]
[sblock=Elementals]
Water
Special Attacks: Water mastery, drench, vortex
Huge
152 hp
30 ft. (6 squares), swim 120 ft.
AC: 21
Atk: Slam +17 melee (2d10+7)
Full atk: 2 slams +17 melee (2d10+7)
Reach: 15 ft
Damage reduction 5/-
Fort +15, Ref +9, Will +7
Greater
199 hp
30 ft. (6 squares), swim 120 ft.
AC: 22
Atk: Slam +21melee (2d10+8)
Full atk: 2 slams +21melee (2d10+8)
Reach: 15 ft
Damage reduction 10/-
Fort +17, Ref +14, Will +9
Elder
228 hp
30 ft. (6 squares), swim 120 ft.
AC: 23
Atk: +25 melee (2d10+9/19-20)
Full atk: 2 slams +25 melee (2d10+9/19-20)
Reach: 15 ft
Damage reduction 10/-
Fort +19, Ref +16, Will +10
[/sblock]
[/sblock]
[/sblock]
Roll Lookup
[sblock=The One and the Many]The One and the Many
HP: 330
AC: 27
Touch: 16
Flatfooted: 28
Init: +8
Fort: +34
Ref: +35
Will: +30
Weapon Attack Damage Critical
(SM)Slam +20/+15/+10/+5 2d6+5 x2
Abilities:
Distraction DC 26
Damage Aura (5d6)
Paralysis DC: 28
Poison: Black lotus extract: Contact DC 28 3d6 Con initial damage and 3d6 Con secondary damage.
Tremorsense
Immune to Critical hits
No Weapon Damage
Immune to individually targeted target spells (like disintegrate)
Vulnerable to area affect spells (50% more damage).
Fast healing: 5
Stunning fists: Fort DC: 24. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC (6/day)
Spell-Like abilities:
Speak with Plants: at will
Transport via Plants: 3/day
Living Oak: 3/day
Heal: 3/day
Creeping Doom: 3/day
Plus spell from domain
Spell DC: 24
[sblock=Summons]
[sblock=Shambling mound]
Size/Type: Large Plant
Hit Dice: 8d8+24 (60 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 20 (-1 size, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple: +6/+15
Attack: Slam +11 melee (2d6+5)
Full Attack: 2 slams +11 melee (2d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, constrict 2d6+7
Special Qualities: Darkvision 60 ft., immunity to electricity,
low-light vision, plant traits, resistance to fire 10
Saves: Fort +9, Ref +2, Will +4
Abilities: Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
Skills: Hide +3*, Listen +8, Move Silently +8
Feats: Iron Will, Power Attack, Weapon Focus (slam)
Environment: Temperate marshes
Organization: Solitary
Challenge Rating: 6
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Level Adjustment: +6
[/sblock]
[sblock=Elementals]
Water
Special Attacks: Water mastery, drench, vortex
Huge
152 hp
30 ft. (6 squares), swim 120 ft.
AC: 21
Atk: Slam +17 melee (2d10+7)
Full atk: 2 slams +17 melee (2d10+7)
Reach: 15 ft
Damage reduction 5/-
Fort +15, Ref +9, Will +7
Greater
199 hp
30 ft. (6 squares), swim 120 ft.
AC: 22
Atk: Slam +21melee (2d10+8)
Full atk: 2 slams +21melee (2d10+8)
Reach: 15 ft
Damage reduction 10/-
Fort +17, Ref +14, Will +9
Elder
228 hp
30 ft. (6 squares), swim 120 ft.
AC: 23
Atk: +25 melee (2d10+9/19-20)
Full atk: 2 slams +25 melee (2d10+9/19-20)
Reach: 15 ft
Damage reduction 10/-
Fort +19, Ref +16, Will +10
[/sblock]
[/sblock]
[/sblock]