When Orchids Attack (added a template! about four days ago! in case anyone cared!)

demiurge1138

Inventor of Super-Toast
Alright, for all of you fans of collective consciousness critters, deadly plants, or just monsters, here is a new family of creatures for your enjoyment. I could have put it into my Mosnters of Chult page, but I felt these guys deserve the spotlight.
And now, the vin!

Vin
The vin are an bizarre form of sentient plant life. Their only purpose seems to be to reproduce and destroy. All vin are composed of thorny animate vines wrapped around a central stem. They all have, where the head of a normal creature would be, a large flower, like that of an orchid. This resemblance has caused much (futile) speculation among sages.

An individual colony of vin are all part of the same hivemind, controlled by a single queen. The various individual vin wage war on any life forms that approach their nests, and sometimes spread beyond their boundaries to collect prisoners. These prisoners are brought to the queen to be used to nourish the next generation of vin. Vin can reproduce themselves, however, by absorbing the life forces of living beings.

Vin Traits: All vin share the following traits.
Composite weaponry (Ex): The slams of a vin deal both piercing and bludgeoning damage.
Electric Immunity (Su): All vin take no damage from electrical effects. Instead, they are hasted for a number of rounds equal to the caster level of the electrical effect. Lightning hastes them for 5 rounds.
Hivemind (Ex): All vin within 50 miles of their queen are in constant communication. If one is aware of a particular danger, then they all are. If one in a group is not flat-footed, then none of them are. No vin in a group is considered flanked unless they all are.
Parasitic attacks (Su): Each natural melee attack that a vin makes against a living opponent gives the vin ¼ of the hit points it dealt as temporary hit points. For example, a vinling hitting an opponent with a slam attack that deals 4 hp gains 1 temporary hit point, but if it dealt 3 hp, it gets no hit point. When a vin reaches twice its normal hit points, another vin buds off. The hit points are split between the two vin, and the new vin is instantly capable of combat. The type of vin budded is detailed in the individual vin’s entry.
Piercing resistance (Ex): All vin take half damage from piercing weapons.
Resistances (Ex): Cold resistance 10.
Skills: All vin recieve a +8 racial bonus to Hide checks made in forests.
 
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Vinling
Small Plant (Vin)
Hit Dice: 2d8+2 (11 hp)
Initiative: +1 (Dex)
Speed: 30ft, climb 10ft
AC: 15 (+1 size, +1 Dex, +3 natural)
Attacks: 2 vine slams +2 melee
Damage: Vine slam 1d4 plus parasitic attack
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Spores
Special Qualities: Bunching, fast healing 1, plant, vin qualities
Saves: Fort +4, Ref +1. Will +0
Abilities: Str 11, Dex 12, Con 13, Int 3, Wis 10, Cha 5
Skills: Hide +13
Climate/Terrain: Warm forests or underground
Organization: Pair, strike team (4-7), troop (2-12 plus 1-4 vinshalks), squadron (4-40 plus 6-24 vinshalks, 1 vinseer), hivestaff (10-100 plus 5-50 vinshalks, 2-12 vinsentals, 1-4 vinseers, 1 vinqueen)
CR: 2
Treasure: None
Alignment: Always lawful evil
Advancement: 3-4 HD (Small), 5-6 HD (Medium-sized)

Vinlings are the cannon fodder and brute labor of the vin hordes. Although relatively weak, their strength lies in their great numbers.

Vinlings stand about 2 feet tall on coiled, springy legs and their long tendril arms are studded with small thorns. The flower on a vinling is yellow in color; as it advances in hit dice, the flower deepens to a rich orange. Vinlings are almost animalian in intelligence, but they are still capable of receiving and following orders from either vinshalk commanders or vinseer coordinators. In non-combat situations, vinlings are usually found transporting held prisoners, gathering small animals to seed more vinlings and creating traps to fortify their nest.

Combat
Vinlings rarely make use of any tactics more advanced then “overwhelm”. They always fight until death, even if sorely mismatched.

Bunching (Ex): Vinlings are adept at crowding each other in order to strike a target. Up to three vinlings can fit in the same 5ft square.

Plant Traits: Immune to mind-influencing effects, poisons, sleep, paralysis, stunning and polymorphing. Not subject to critical hits.

Spores (Ex): Three times per day, a vinling can release a 10ft radius cloud of thick, choking spores. All creatures inhaling the spores must make a Fortitude save (DC 12) or be nauseated for 1d4 rounds. The DC increases by +1 for every other vinling that contributes spores, and the cloud remains for three rounds before dissipating, unless dispersed by a strong wind

Vin Traits: When a vinling reaches twice its hit points as temporary hit points, it buds another vinling.
 
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Vinshalk
Medium-sized Plant (Vin)
Hit Dice: 7d8+28 (59 hp)
Initiative: +3 (Dex)
Speed: 40ft, climb 15ft
AC: 23 (+3 Dex, +10 natural)
Attacks: 2 vine slams +10 melee or 1d4 darts +8 ranged (range 100ft, no range increment)
Damage: Vine slam 2d4+5 plus parasitic attack or dart 1d6 plus 1d6 acid
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Acid, constrict, improved grab, spores
Special Qualities: DR 5/+1, gallop, plant, regeneration 2, vin qualities
Saves: Fort +9, Ref +5, Will +3
Abilities: Str 21, Dex 16, Con 18, Int 10, Wis 13, Cha 10
Skills: Hide +11
Climate/Terrain: Warm forest or underground
Organization: Solitary, pair, team (3-6), troop (1-4 plus 2-12 vinlings), squadron (6-24 plus 4-40 vinlings, 1 vinseer), hivestaff (5-50 plus 10-100 vinlings, 2-12 vinsentals, 1-4 vinseers, 1 vinqueen)
CR: 8
Treasure: None
Alignment: Always lawful evil
Advancement: 8-14 HD (Medium-sized), 15-21 HD (Large)

Vinshalks are the commanders and elite soldiers of the armies of the vin.

A vinshalk is a vin with a roughly apelike shape It stands about 7 feet tall when fully upright but is usually stooped over, galloping on all four limbs before attacking. The thorns of a vinshalk are much large than those of most other vin, and the vinshalk can fire them at foes at a distance. The flower of a vinshalk is a red-orange, deepening in color as the creature gets larger. Vinshalks have no life other than combat. When not fighting, vinshalks defend the colony from large animals and ensure that vinlings do their appointed tasks with a modicum of efficiency (if they are not overseen by a vinseer).

Combat
Vinshalks usually begin combat by firing a volley of thorn darts at range. They then close into melee with the largest and strongest-seeming opponent, leaving the weaker foes to its underlings. It often grapples a foe, while simultaneously firing darts at any who attempt to free their compatriot.

Acid (Ex): Vinshalks secrete an acidic sap along their spines. Any creature hit by a vinshalk dart takes an additional 1d6 acid damage. Also, they must make a Fortitude save (DC 17) or take another 1d6 damage the next round from the acid burning through their tissues.

Gallop (Ex): While traveling on all fours, a vinshalk has a movement of 80ft, but it cannot make slam attacks.

Improved Grab (Ex): When a vinshalk hits an opponent of Medium size or smaller with a vine slam, it may make a grapple check as a free action without provoking an attack of opportunity (grapple bonus +14, including a +4 racial modifier). After getting a hold, the vinshalk may conduct the grapple normally, or hold the creature in only its vine (-20 to all grapple checks, but the vinshalk is not treated as grappled). Each round the vinshalk maintains a hold it deals constriction damage in addition to the slam damage.

Constrict (Ex): Each round the vinshalk maintains a hold on a grappled opponent, the opponent takes an additional 1d10+7 damage. The vinshalk uses its parasitic attack on constriction damage as well.

Plant Traits: Immune to mind-influencing effects, poisons, sleep, paralysis, stunning and polymorphing. Not subject to critical hits.

Regeneration (Ex): A vinshalk takes normal damage from fire and sonic attacks.

Spores (Ex): Three times per day, a vinshalk can release a 10ft radius cloud of enfeebling spores. Any living creature in the area of effect must make a Fortitude save (DC 17) or take 1d6 points of Strength damage. The DC increases by +1 for every other vinshalk that contributes spores, and the cloud remains for three rounds before dispersing, unless dissipated by a strong wind.

Vin Traits: When a vinshalk reaches twice its hit points in temporary hit points, it buds another vinshalk.

Coming soon (probably tomorrow through the weekend) to a thread near you, the vinseer, vinsental, and vinqueen!
 
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I'm glad you like 'em, Krish, but I'd hardly call them cute. Especially these next two.

First, the war coordinator of the vin.
Vinseer
Large Plant (Vin)
Hit Dice: 15d8+75 (142 hp)
Initiative: +5 (+1 Dex, +4 feat)
Speed: 30ft, climb 10ft
AC: 25 (+1 Dex, -1 size, +15 natural)
Attacks: 4 vine slams +16 melee
Damage: Vine slam 2d6+5 plus parasitic attack
Face/Reach: 5ft by 5ft/15ft
Special Attacks: Constrict, improved grab, spell-like abilities, spores
Special Qualities: Coordinate, DR 10/+2, plant, regenerate 4, share skills, SR 27, vin traits
Saves: Fort +14, Ref +6, Will +10
Abilities: Str 20, Dex 12, Con 20, Int 16, Wis 20, Cha 18
Skills: Climb +13, Concentration +17, Craft (traps) +16, Hide +8, Listen +17, Knowledge (war and tactics) +16, Search +15, Spot +17
Feats: Ability Focus (spores), Cleave, Extended Reach, Improved Initiative, Multigrab, Power Attack, Weapon Focus (vine slam)
Climate/Terrain: Warm forest and underground
Organization: Solitary, squadron (1 plus 4-40 vinlings, 6-24 vinshalks), hivestaff (1-4 plus 10-100 vinlings, 4-40 vinshalks, 2-12 vinsentals, 1 vinqueen)
CR: 16
Treasure: Standard items, no goods, no coins
Alignment: Always lawful evil
Advancement: 16-24 HD (Large), 25-36 HD (Huge)

Vinseers are the warmasters and overseers of the vin armies. With their ability to focus the collective consciousness of the vin, they increase the efficiency of every vin involved.

A vinseer is quite a sight to behold. They resemble nothing more than a 15-foot tall pillar of interwoven vines. Four larger vines protrude from their “torso”, and they move on six root-like legs. Their flower is a deep magenta color. Despite this monstrous appearance, the vinseer is quite intelligent, and they serve the hive as war coordinators and generals. Through their influence are the campaigns of vin armies conducted. They are sometimes given items by the vinfiltrators, usually those of a protective nature.

Combat
Vinseers dislike getting their own vines dirty; they prefer to have their minions fight for them. However, if pressed into combat, they are highly skilled.

Coordinate (Su): The very presence of a vinseer focuses the link between all of the members in a hive. Every vin (other than other vinseers) within a 60ft radius of a vinseer gains a +3 insight bonus to all attack rolls and saving throws.

Improved Grab (Ex): When a vinseer hits an opponent of Large size or smaller with a vine slam, it may make a grapple check as a free action without provoking an attack of opportunity (grapple bonus +24, including a +4 racial modifier). After getting a hold, the vinseer may conduct the grapple normally, or hold the creature in only one vine (-10 to all grapple checks, but the vinseer is not treated as grappled). Each round the vinseer maintains a hold it deals constriction damage in addition to the slam damage.

Constrict (Ex): Each round the vinseer maintains a hold on a grappled opponent, the opponent takes an additional 2d8+7 damage. The vinseer uses its parasitic attack on constriction damage as well.

Plant Traits: Immune to mind-influencing effects, poisons, sleep, paralysis, stunning and polymorphing. Not subject to critical hits.

Regeneration (Ex): A vinseer takes normal damage from fire and sonic attacks.

Share Skills (Su): By concentrating, a vinseer can allow any lesser vin (vinlings and vinshalks) within 120ft to use its skill modifiers when making a skill check. They often use this ability to allow vinlings to act as sentries and as trap-builders.

Spell-like Abilities: 3/day: clairaudience/clairvoyance, detect thoughts, entangle, magic circle against good, obscuring mist, true seeing 1/day: invisibility sphere, locate creature, phantasmal killer Caster level 15th, DC 14 + spell level.

Spores (Ex): Three times per day, a vinseer can release a 10ft radius cloud of hallucinogenic spores. Any living creature in the area of effect must make a Will save (DC 23) or be confused, as per the spell, for 1d6 rounds. The DC increases by +3 for every other vinseer that contributes spores, and the cloud remains for three rounds before dispersing, unless dissipated by a strong wind.

Vin traits: When a vinseer reaches twice its hit points as temporary hit points, it buds another vinseer.

Skills and Feats: A vinseer receives skills and feats as if it were a fey.
 

I came up with these guys when I realized that some of the abilities I was giving to the vinseers were too tangental. So, I present to you the vinfiltrator!

Vinfiltrator
Medium-sized Plant (Vin)
Hit Dice: 12d8+24 (78 hp)
Initiative: +8 (+4 Dex, +4 feat)
Speed: 20ft, fly 60ft (average)
AC: 24 (+4 Dex, +10 natural)
Attacks: 2 weapons +9/+4/-1 melee, weapon +13 ranged, tendril +11 melee touch
Damage: As per weapon, tendril 5d6
Special Attacks: Improved parasitic attack, sneak attack +6d6, spells, spell-like abilities, spores
Special Qualities: Alternate form, DR 10/+2, plant, regeneration 3, SR 25, vin traits
Saves: Fort +8, Ref +7, Will +11
Abilities: Str 15, Dex 18, Con 14, Int 28, Wis 24, Cha 26
Skills: Bluff +23, Diplomacy +23, Disguise +34*, Hide +12, Intimidate + 23,Knowledge (arcana)+24, Knowledge (religion) +24, Sense Motive +22
Feats: Ability Focus (spores), Empower Spell, Exotic Weapon Proficiency (any 2), Expertise, Flyby Attack, Improved Initiative, Improved Multi-Weapon Fighting, Improved Trip, Multiattack, Multitask, Multi-Weapon Fighting, Weapon Finesse (tendril)
Climate/Terrain: Warm forest, underground or urban
Organization: Solitary, council (1-4 vinfiltrators plus 1 5th-7th level humanoid for every vinfiltrator) or cult (1 plus 2-12 vinlings, 1-4 vinshalks and 2-20 dominated humanoids).
CR: 14
Treasure: Double standard, plus weaponry
Alignment: Always lawful evil
Advancement: 13-24 HD (Medium-size), 25-36 HD (Large)

Vinfiltrators are the only vin, other than the queen, that have individual personalities. They are usually found manipulating innocent people in depraved cults and bizarre experiments.

A vinfiltrator is a spherical vin, about six feet in diameter. It has six weak legs ending in human-like hands, and usually travels by means of its vast wings. These wings are unusual in that they consist of two vines with a thin membrane spread between them. The head-flower sits on a long, thick stalk, and a whip-like tendril rises from it. The flower of a vinfiltrator changes color constantly.

Vinfiltrators are the primary agents of espionage and rabble-rousing of the vin. They usually are found among humans, elves, dwarves or whatever humanoid species is in line for a vin onslaught. They can assume the forms of humanoids, and do to gather information for the vinqueen and her seers to use, and form cults worshiping vin as gods. Combining its natural talents for persuasion with powerful magics, a vinfiltrator can amass a large group of followers, who it will use to incite revolt against the ruling body of the city, commit acts of vandalism and terror, assassinate nobles, and generally cause chaos and disarray so that the city is weak when the armies of vin attack. Most vinfiltrators are sadistic and cruel, and they thoroughly enjoy their duties. Since vinfiltrators are truly autonomous, but still a part of the hivemind, they can sometimes be found far from their queens on reconnaissance missions. When at their hives, vinfiltrators serve the vinqueen as advisors.

Combat
Vinfiltrators would rather let their followers do the fighting, staying behind their meat-shields and casting spells. When forced to fight, it makes use of its abilities to catch enemies flat-footed so that it may sneak attack them.

Alternate Form (Su): As a standard action, a vinfiltrator may assume the form of any Small or Medium-sized humanoid. This works like a shapechange spell as cast by an 18th level sorcerer, but the vinfiltrator can remain in the chosen form indefinitely.

Improved Parasitic Attack (Su): Whenever a vinfiltrator hits a living opponent with its tendril attack, it gains all of the hit points dealt as temporary hit points. Other than this exception, this acts as the parasitic attack of any normal vin.

Plant Traits: Immune to mind-influencing effects, poisons, sleep, paralysis, stunning and polymorphing. Not subject to critical hits.

Regeneration (Ex): A vinfiltrator takes normal damage from fire and sonic attacks.

Sneak Attack (Ex): Whenever a vinfiltrator catches an enemy flat-footed or flanks an enemy, it deals 6d6 bonus damage on a successful melee attack or ranged attack from less than 30ft away. This functions as the rogue class ability of the same name.

Spells: A vinfiltrator casts spells as a sorcerer of a level equal to its Challenge Rating. Spells/day: 6/8/8/8/8/7/6/4. Spells known: 9/5/5/4/4/3/2/1 DC 18+spell level

Spell-like Abilities: 3/day: charm monster, eagle’s splendor, enthrall, mass charm, mass suggestion, mirror image, sending 1/day: blasphemy, dominate person, hold monster, modify memory, nightmare, veil Caster level 15th, DC 18+spell level

Spores (Ex): Three times per day, a vinfiltrator can release a 10ft radius cloud of spores that cloud the mind and weaken the will. Any living creature in the area of effect must make a Will save (DC 26) or be affected by a mind fog effect for 1d10 rounds. The DC increases by +3 for every other vinfiltrator that contributes spores, and the cloud remains for three rounds before dispersing, unless dissipated by a strong wind.

Vin traits: When a vinfiltrator reaches 11 hit points above it normal hit points as temporary hit points, it buds a vinling with 11 hp.

Skills and Feats: A vinfiltrator receives skills and feats as if it were a fey. *Vinfiltrators receive a +10 bonus to all Disguise checks when using its alternate form ability.
 
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No, I'm pretty confident that 'Cute' is the word I am referring to, but then again you humans have never really understood the true destructive power of 'cute'. :p

Anyways, I like these two last ones also :D
 

Hey there Demi, I like em. Just have a question

Vin traits: When a vinseer reaches twice its hit points as temporary hit points, it buds another vinseer.

But Vinseers dont seem to have any ways of gaining temporary hitpoints..

EDIT: Doh, I found it. It was in the very beginning of the post, my mistake.

It is kinda evil that they create new from temporary hitpoints, that way, once the adventurers start loosing, they REALLY start loosing.


They look like a LE version of the Dunai I showed earlier. Did ya ever see those Demiurge?
 
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Clay_More said:


They look like a LE version of the Dunai I showed earlier. Did ya ever see those Demiurge?

No I didn't. I'll look for 'em.
Jeez, I should really make the rest of them.

Demiurge out.
 


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