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<blockquote data-quote="EldonG" data-source="post: 1674350" data-attributes="member: 12051"><p>Here ya go, Ian, my first submission, some fun little nasties that should teach an adventurer not to go in the woods alone...the hard way!</p><p></p><p><strong>Rootlings</strong> (Plantform, Hiveling Gricks)</p><p><strong>Medium Plant</strong></p><p><strong>Hit Dice:</strong> 2d8+2 (11 hp)</p><p><strong>Initiative:</strong> +1</p><p><strong>Speed:</strong> 30 ft (6 squares), climb 20 ft</p><p><strong>AC:</strong> 18 (+1 Dex, +7 natural)</p><p><strong>Base Attack/Grapple:</strong> +1/+4</p><p><strong>Attack:</strong> tentacle +4 melee (1d4+3)</p><p><strong>Full Attack:</strong> 4 tentacles +4 melee (1d4+3), bite -1 melee (1d3+1) and poison</p><p><strong>Space/Reach:</strong> 5 ft/5 ft</p><p><strong>Special Attacks:</strong> Group attack entangle, poison, swarm attack</p><p><strong>Special Qualities:</strong> Camoflage, DR 10/magic, limited telepathy, low-light vision, shared senses, tremorsense, uncanny dodge, vulnerability to fire</p><p><strong>Saves:</strong> Fort +4, Ref +1, Will +3</p><p><strong>Abilities:</strong> Str 16, Dex 12, Con 13, Int 3, Wis 16, Cha 5</p><p><strong>Skills:</strong> Climb +11, Hide +2*, Listen +7, Spot +7</p><p><strong>Feats:</strong> Alertness, Track</p><p><strong>Environment</strong> Forest</p><p><strong>Organization:</strong> Cluster (2-6), or hive (7-16)</p><p><strong>Challenge Rating:</strong> 4 (increase EL 20%, due to the nature of hivelings)</p><p><strong>Treasure:</strong> 1/10 coins, 50% goods, 50% items</p><p><strong>Alignment:</strong> Almost always Neutral</p><p><strong>Advancement:</strong> 3-4 HD (Medium), 5-6 HD (Large)</p><p><strong>Level Adjustment:</strong> -</p><p></p><p>A rootling at rest appears to be the roots of any nearby tree. In combat, it rips itself from the ground showing itself to be a good 8' long grayish-brown snake-like beast with 4 viny tentacles and a protruding pincer-like mouth.</p><p></p><p><strong>Combat</strong></p><p>Never found alone, the first thing rootlings do in combat is to use their group entangle before they are ever even noticed, after which, several rootlings emerge to latch onto thier victim and paralyze him, before slowly making him into fertilizer.</p><p></p><p>Group Entangle (Sp): Once per day per 2 HD of the group, rootlings can animate plants around themselves at a range of 25' + 5' per 2 HD. The ability otherwise functions as an <em>entangle</em> cast by a druid of the rootlings' total hit dice.</p><p>Poison (Ex): Whenever a rootling successfully bites, it injects a paralytic poison causing initial and secondary damage of 1d4 Str. (DC 12)</p><p>Swarm Attack (Ex): If 2 or more rootlings are in combat within 20' of each other and can sense the intended target, they gain a +1 circumstance modifier per 2 rootlings making the attack.</p><p>Camoflage (Ex): A rootling in repose in the forest is easily mistaken for a root, recieving a +10 hide bonus.</p><p>Limited Telepathy (Su): A rootling can communicate telepathically with any member if its hive within a number of miles equal to its wisdom score.</p><p>Shared Senses (Su): At will, a rootling can use another of its hive's senses, as opposed to it's own. This ability works at a range of 100'+10' per point of Wisdom, and may be maintained as a free action for a number of minutes equal to 1 + 1 per Wisdom bonus, but must then be re-established.</p><p>Uncanny Dodge (Ex): A rootling never loses its Dexterity bonus as long as another rootling of the same hive is within 20' and can sense both the rootling being attacked, and the attacker.</p><p>Vulnerability to Fire (Ex): A rootling attacked by fire takes double damage, unless a saving throw is allowed for half, and it makes the save.</p><p></p><p>Well, there she is. They are? At any rate, using 2 dastardly templates, may your forests be wonderful and exciting...but never safe! <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /></p></blockquote><p></p>
[QUOTE="EldonG, post: 1674350, member: 12051"] Here ya go, Ian, my first submission, some fun little nasties that should teach an adventurer not to go in the woods alone...the hard way! [B]Rootlings[/B] (Plantform, Hiveling Gricks) [B]Medium Plant[/B] [B]Hit Dice:[/B] 2d8+2 (11 hp) [B]Initiative:[/B] +1 [B]Speed:[/B] 30 ft (6 squares), climb 20 ft [B]AC:[/B] 18 (+1 Dex, +7 natural) [B]Base Attack/Grapple:[/B] +1/+4 [B]Attack:[/B] tentacle +4 melee (1d4+3) [B]Full Attack:[/B] 4 tentacles +4 melee (1d4+3), bite -1 melee (1d3+1) and poison [B]Space/Reach:[/B] 5 ft/5 ft [B]Special Attacks:[/B] Group attack entangle, poison, swarm attack [B]Special Qualities:[/B] Camoflage, DR 10/magic, limited telepathy, low-light vision, shared senses, tremorsense, uncanny dodge, vulnerability to fire [B]Saves:[/B] Fort +4, Ref +1, Will +3 [B]Abilities:[/B] Str 16, Dex 12, Con 13, Int 3, Wis 16, Cha 5 [B]Skills:[/B] Climb +11, Hide +2*, Listen +7, Spot +7 [B]Feats:[/B] Alertness, Track [B]Environment[/B] Forest [B]Organization:[/B] Cluster (2-6), or hive (7-16) [B]Challenge Rating:[/B] 4 (increase EL 20%, due to the nature of hivelings) [B]Treasure:[/B] 1/10 coins, 50% goods, 50% items [B]Alignment:[/B] Almost always Neutral [B]Advancement:[/B] 3-4 HD (Medium), 5-6 HD (Large) [B]Level Adjustment:[/B] - A rootling at rest appears to be the roots of any nearby tree. In combat, it rips itself from the ground showing itself to be a good 8' long grayish-brown snake-like beast with 4 viny tentacles and a protruding pincer-like mouth. [B]Combat[/B] Never found alone, the first thing rootlings do in combat is to use their group entangle before they are ever even noticed, after which, several rootlings emerge to latch onto thier victim and paralyze him, before slowly making him into fertilizer. Group Entangle (Sp): Once per day per 2 HD of the group, rootlings can animate plants around themselves at a range of 25' + 5' per 2 HD. The ability otherwise functions as an [I]entangle[/I] cast by a druid of the rootlings' total hit dice. Poison (Ex): Whenever a rootling successfully bites, it injects a paralytic poison causing initial and secondary damage of 1d4 Str. (DC 12) Swarm Attack (Ex): If 2 or more rootlings are in combat within 20' of each other and can sense the intended target, they gain a +1 circumstance modifier per 2 rootlings making the attack. Camoflage (Ex): A rootling in repose in the forest is easily mistaken for a root, recieving a +10 hide bonus. Limited Telepathy (Su): A rootling can communicate telepathically with any member if its hive within a number of miles equal to its wisdom score. Shared Senses (Su): At will, a rootling can use another of its hive's senses, as opposed to it's own. This ability works at a range of 100'+10' per point of Wisdom, and may be maintained as a free action for a number of minutes equal to 1 + 1 per Wisdom bonus, but must then be re-established. Uncanny Dodge (Ex): A rootling never loses its Dexterity bonus as long as another rootling of the same hive is within 20' and can sense both the rootling being attacked, and the attacker. Vulnerability to Fire (Ex): A rootling attacked by fire takes double damage, unless a saving throw is allowed for half, and it makes the save. Well, there she is. They are? At any rate, using 2 dastardly templates, may your forests be wonderful and exciting...but never safe! :uhoh: [/QUOTE]
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