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

Found the Dunai, commented on them. I've been busy (damn school, always getting in my way), and I did King Ghidorah tonight.
With luck and the grace of the free time gods, I'll have the queen up this weekend. But I still have one more vin to do before that...

Demiurge out.
 

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I saw the King :)
He seems kinda bad, I was just wondering about one thing though. He could kick Godzillas ass easily. His ability to Control Kaiju has a will save of 61 I think and Godzilla has a Will save of +27. Not even a pure 20 could save his mind......

Just a comment :)
 

Clay_More said:

He seems kinda bad, I was just wondering about one thing though. He could kick Godzillas ass easily. His ability to Control Kaiju has a will save of 61 I think and Godzilla has a Will save of +27. Not even a pure 20 could save his mind......
That's a good kind of bad, right?:D
And that was the point of the Control Kaiju ability. He has controlled Godzilla. Twice. In Monster Zero and Destroy All Monsters.
Those pesky humans just keep finding the Deux ex Machina that allows them to dispel it in every movie so that Godzilla can fight back. That's why I included the whole "doesn't use it in combat" ability, as even the King enjoys a good scrap now and then.

Now that I think about it, though, it should be a bit less overpowering. I'll change it into a spell-like ability. That should even the odds a bit.

I am such a fanboy

Demiurge out.
 
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I was just attacked for my version of King Ghidorah! Woo to the T!

Anywho, here's the next vin, only two weeks late. Enjoy!

Vinsental
Huge Plant (Vin)
Hit Dice: 22d8+176 (274 hp)
Initiative: +5 (+1 Dex, +4 feat)
Speed: 50ft, climb 50ft
AC: 30 (-2 size, +1 Dex, +21 natural)
Attacks: 4 vine slams +27 melee, stinger +25 melee, bite +25 melee
Damage: Vine slam 4d8+13 plus parasitic attack, stinger 1d10+6 plus poison, bite 2d6+6 plus parasitic attack
Face/Reach: 10ft by 10ft/15ft
Special Attacks: Improved grab, poison, spores, swallow whole
Special Qualities: Defensive stance, DR 20/+3, regeneration 5, SR 29, vin traits
Saves: Fort +21, Ref +8, Will +10
Abilities: Str 37, Dex 12, Con 26, Int 15, Wis 16, Cha 18
Skills: Climb +21, Hide +16, Intimidate +20, Listen +19, Sense Motive +19, Spot +19
Feats: Ability Focus (poison), Cleave, Expertise, Improved Disarm, Improved Initiative, Multiattack, Power Attack
Climate/Terrain: Warm forest or underground
Organization: Solitary, pair, honor guard (2-8 plus 4-16 vinshalks plus 1 vinseer) or hivestaff (2-12 plus 10-100 vinlings, 4-40 vinshalks, 1-4 vinseers, 1 vinqueen)
CR: 18
Treasure: Standard items, no goods, no coins
Alignment: Always lawful evil
Advancement: 22-44 HD (Huge), 45-66 HD (Gargantuan)

Vinsentals are the elite guards of vin hives. It is their duty to defend the hive and its queen from attackers, capture intruders, immobilize them and bring them to the queen to serve as incubators. They also serve as elite units in the largest of vin armies. They understand, but cannot speak, Common.

A vinsental has a humanoid torso of knotted vines with four vine-arms as thick as tree trunks protruding from it. They have a long neck and a vast thorny jaw protrudes from under its maroon flower. Its lower half is little more than a basket woven from thick tendrils resting on four stumpy legs. A thin tail with a massive barb darts around the creature at all times, twitching and jabbing even when the creature is at rest. About a dozen small vines, more dexterous than it trunk-like combat arms, protrude at seemingly random intervals in and outside of its basket like belly; it uses these to disarm any prey still stubborn enough to be fighting inside of its prison.

Combat
Vinsentals enjoy swatting potential prey with their arms before swallowing it and immobilizing it with their venom. If attacked by a large number of assailants, they usually move into a defensive stance, emit spores, and then swallowing them. After all opponents are dead or imprisoned, the vinsental transports them to the vinqueen for processing.

Defensive Stance (Ex): As a free action, a vinsental may stiffen its legs and lock itself into place. While in this stance, a vinsental gains a +4 bonus to Strength and Constitution, as well as a +2 resistance bonus to all saving throws. The vinsental cannot move while in this stance. The stance lasts for 10 rounds, and the vinsental takes a –2 penalty to Strength for the next 10 minutes after coming out of a stance.

Improved Grab (Ex): When a vinsental hits an opponent with its bite attack, it may make a grapple check as a free action without provoking an attack of opportunity (grapple bonus +41, including a +4 racial bonus to grapple checks). If it gets a hold, it deals bite damage every round it holds a victim and may swallow the victim whole next round.

Poison (Ex): A vinsental’s poison causes the muscles of ordinary creatures to freeze and dissolve. Sting, DC 31, initial damage paralysis for 1d6 minutes, secondary damage 1d4 points Strength drain. A vinsental can (and often does) sting swallowed opponents.

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

Spores (Ex): Three times per day, a vinsental can release a 10ft radius cloud of spores that stop intruders in their tracks. Any living creature in the area of effect must make a Will save (DC 25) or be affected by a hold monster effect for 3d6 rounds. The DC increases by +1 for every other vinsental that contributes spores, and the cloud remains for three rounds before dispersing, unless dissipated by a strong wind.

Swallow Whole (Ex): If a vinsental begins a round with an opponent held in its mouth, it may make another grapple check. If it is successful, it swallows the opponent. A swallowed opponent takes 1d8 points of bludgeoning damage and 1d8 points of piercing damage a round, and is liable to disarm attempts and poisonous stings. A swallowed opponent can attempt to escape by making a successful grapple check (moving it back into the vinsental’s mouth) or by dealing 50 points of damage to the creature’s insides with a Small piercing or slashing weapon (same AC). Once one creature escapes, vines grow to patch the hole; any other swallowed victims must cut themselves free. A vinsental’s gut can hold 2 Large creatures, 4 Medium-sized creatures, 8 Small creatures or 16 Tiny or smaller creatures.

Vin Traits: When a vinsental reaches 59 hit points above it normal hit points as temporary hit points, it buds a vinshalk with 59 hp.

Skills and Feats: A vinsental gains skills and feats as if it was a fey.


Demiurge out.
 

Hail to the queen!

Vinqueen
Gargantuan Plant (Vin)
Hit Dice: 40d8+ 680 (860 hp)
Initiative: +2 (-2 Dex, +4 feat)
Speed: 5ft, climb 10ft
AC: 44 (-4 size, -2 Dex, +40 natural)
Attacks: 6 vine slams +42 melee, ovipositor +40 melee
Damage: Vine slam 4d10+15 (19-20 x2 +1d6) plus improved parasitic attack, ovipositor 2d4+7 plus implant or indoctrinate
Face/Reach: 30ft by 30ft/ 15ft
Special Attacks: Constrict, implant, improved grab, improved parasitic attack, indoctrinate, spells, spores
Special Qualities: DR 25/+6, plant, regeneration 15, SR 36, vin traits
Saves: Fort +39, Ref +13, Will +25
Abilities: Str 40, Dex 6, Con 45, Int 24, Wis 34, Cha 35
Skills: Bluff +24, Climb +23, Concentration +29, Diplomacy +24, Hide –4, Intimidate +24, Knowledge (arcana) +19, Jump +27, Listen +24, Search +19, Sense Motive +24, Spot +24
Feats: Ability Focus (spores), Cleave, Great Cleave, Improved Critical (vine slam), Heighten Spell, Improved Initiative, Lightning Reflexes, Multiattack, Multigrab, Power Attack, Quicken Spell, Weapon Focus (vine slam)
Epic Feats: Overwhelming Critical (vine slam)
Climate/Terrain: Warm forest or underground
Organization: Hivestaff (1 plus 10-100 vinlings, 4-40 vinshalks, 1-4 vinseers, 2-12 vinsentals)
CR: 25
Treasure: Triple standard
Alignment: Always lawful evil
Advancement: 41-80 HD (Gargantuan), 81-120 HD (Colossal)

Vinqueens are the canny, cunning rulers and reproducers of vin hives, controlling their spawn in massive campaigns of terror, destruction and conquest.

A vinqueen is a nearly sessile mound of vegetation nearly sixty feet tall. Sprouting from the mass are dozens of small vines, used to manipulate objects, and six thick sturdy vines used in combat. Topping the mound is a jet black flower nearly five feet across. The center of this flower bristles with reproductive organs, and a long, whip-like tendril extends from it. They can communicate telepathically with any creature that has a language.

Vinqueens delight in treasure, and their chambers are usually filled with it. From these chambers they telekinetically inform the vin they rule of their tasks and goals. They spend most of their time directing their armies and making new battle plans. When not doing this, they create new vin by implanting captives with their seed.

Combat
If the vin hive is properly protected and her servants capable, a vinqueen will never see combat. If not, she first dominates as many combatants as she can with her spores, and then picks off enemy spellcasters. She prefers to reserve her seed for foes incapable of fighting back, but she will implant offensively if she must.

Implant (Ex): When the vinqueen hits with an ovipositor attack, she may implant a seed into her prey’s body. The affected creature must make a Fortitude save (DC 47) to avoid implantation. Usually, the vinqueen implants a dominated or helpless victim (which gets no saving throw). The seed gestates for one day before sprouting, killing the host. The type of vin created is dependant upon the hit dice of the victim:
1-5 HD: vinling
6-10 HD: vinshalk
11-15 HD: vinseer
15+ HD: vinsental
If the implanted creature is an arcane spellcaster, the vin sprouted is a vinfiltrator. If the implanted creature is a female divine spellcaster, and the vinqueen chooses to use a special seed, the vin sprouted is a new vinqueen. If not, the vin is as per the above table.

Improved Grab (Ex): If a vinqueen hits a creature of Huge size or smaller with a vine slam attack, it may make a grapple check as a free action without provoking an attack of opportunity (grapple bonus +62, including a +4 racial bonus to grapple checks). If the vinqueen gets a hold, it may conduct the grapple as normal or it may hold the creature in only the attached vine (-10 to grapple checks).

Constrict (Ex): When a vinqueen makes a successful grapple check, it may constrict a grabbed foe for 3d8+22 points of damage in addition to the regular vine damage.

Improved Parasitic Attack (Su): Whenever a vinqueen hits a living opponent with its vine slam, 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.

Indoctrinate (Su): Once per day, a vinqueen may inject a special seed containing a fraction of its personalty into an opponent. She usually chooses to indoctrinate a willing (usually dominated) target (who gets no saving throw), but it can use it offensively. An injected creature that makes a successful Fortitude save (DC 47) takes 2d4 points of Wisdom damage from the sudden flash of the vastness of the vin hivemind. Creatures who fail their save fall helpless, convulsing as their minds and bodies are warped and reformed by the seed. After 1d8 rounds, the creature awakens as a new agent at the vinqueen’s disposal. The creature gains the vintouched template.

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

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

Spells: A vinqueen casts spells as a 20th level cleric with access to the Evil, Law and Plant domains. DC 22+ spell level

Spores (Ex): Three times per day, a vinqueen can release a 20ft radius cloud of spores that control the minds of her foes. Any living creature in the area of effect must make a Will save (DC 44) or be affected by a dominate monster effect for 3d6 rounds. The cloud remains for three rounds before dispersing, unless dissipated by a strong wind.

Vin Traits: A vinqueen has complete control over her parasitic attack ability. She can bud the following vin after gaining the following amount of temporary hit points over her normal hit point total:
11 hp: vinling with 11 hp
59 hp: vinshalk with 59 hp
142 hp: vinseer with 142 hp
274 hp: vinsental with 274 hp

Skills and Feats: A vinqueen receives skills and feats as if she were a fey.

Demiurge out.
 

Hey, I like em, very cool. I feel that they somehow remind me of another creature I seen before, but very cool.

I noticed that the queens ability to use Spores doesn't have the same cumulative effect as the others, but I presume thats because she's rarely found amongst other queens :)

Im actually thinking of a whole campaign with Vinlings vs. Dunai (since they are opposed in alignment. Their abilities would be interesting against eachother). They have some similarities in their structure.
Vinling = Dunai Devourer
Vinshalk = Dunai Warrior
Vinsental = Dunai Warlord
Vinfiltrator = Dunai Elementalist
Queen = Queen :)

And then theres Vinseers & Dunai Thornslingers & Observers left that dont really match. Would be an interesting focal point in a campaign, IMO. The Vin have mind-controlling magics and the Dunai would use their Diplomatic skills & allies. A war between the two could have gone on for centuries without anyone noticing (since simply the rumors of "hideous plant-creatures" would keep people out. Outsiders would even have difficulty separating the two).
The Vin seem intelligent and ressourceful enough to hire mercenaries, they could even have their vinfiltrators getting involved in cults or cabals, simply to gain their assistance in the conflict. The vilfiltrators would have difficulty getting into the Dunai forest, but it seems that many of the abilities of both races are unusable against eachother (Poison & mind-affecting dont work).

I actually noticed just exactly how alike they are on some parts. An ancient Dunai Mother vs. a Vin queen.
Dunai HP: 833 / Vin HP: 860
Dunai AC: 38 / Vin AC: 44
Dunai SR: 32 / Vin SR: 36
Dunai DR: 25 / Vin DR: 25
Spellcasting
Dunai: 20 th. level Sor or Druid / Vin: 20 th. level Clr

Vin are a little tougher on this part, 3 higher CR. But still, interesting concept of a fight. Perhaps even better... an alliance of Vin & Dunai against the Slivers... cool....!
 

What are these other creatures the vinqueen reminded you of? Alien queens? Sliver queens? Formian queens? Every other leader of every other hivemind race?
Vin vs. Dunai would be pretty cool.

Demiurge out.
 

One last vin-type thing: a new template, mentioned in the vinqueen entry. Here you go.

Vintouched
The vintouched are the most subtle agents of the vin. Although vinfiltrators are capable of creating widespread havoc to soften a country before invasion, they often take their tasks in unusual directions at their own whims. Vintouched, on the other hand, are completely loyal to the vinqueen who created them, and complete their missions with utmost efficiency. And unlike the vinfiltrators, whose job it is to create noticeable waves and incite attention, the vintouched are almost impossible to notice until they have carried out their task. They are the assassins and spies of the vin, and they are completely indistinguishable form anybody else. That is their purpose.

A vintouched is created when a vinqueen injects a humanoid with a special seed designed to initiate the victim into the vin hivemind. This seed transforms the person physically as well as mentally, and they have a variety of tricks that allow them to carry out their missions successfully. A vintouched looks like any normal member of the race in question, although they always have green eyes and are more poised and beautiful than the average member of their species.. A Spot check (DC 35) can detect strange movement under their skin, and many of them bear a slight musky odor.

Creating a Vintouched
“Vintouched” is a template that can be added to any humanoid, hereinafter referred to as “the base creature”. The creature’s type changes to “aberration”. It uses all of the base creature’s statistics, except as noted here.

Speed: The vintouched gains a climb speed equal to its base speed.

AC: The base creature’s natural armor bonus increases by +2.

Attacks: The vintouched uses all of the attacks of the base creature. In addition, it can grow two vines from its wrists when threatened as a free action. It can use these as its sole attacks, or it can make them as secondary attacks with a –2 penalty to hit.

Damage: As base creature. The damage for the vine attacks is dependant of the size of the creature:
Small: 1d4
Medium-size: 1d6
Large: 1d8
Huge: 2d6

Special Attacks: The vintouched retains the special attacks of the base creature and gains the following special attacks:
Poison (Ex): The spines on a vintouched’s vines carry a poison that causes weakness and nausea DC 10 + base creature’s Constitution modifier + ½ base creature’s hit dice. Initial damage 1d4 Str, secondary damage 1d6 Strength.
Spores (Ex): Once per day, the vintouched can exhale a 10ft radius cloud of spores that cause affected creatures to view the vintouched as a good friend. Any living creature in the area of effect must make a Will save (DC 10 + base creature’s Charisma modifier + ½ base creature’s hit dice ) or be affected by a charm person effect for 2d10 hours. The cloud remains for three rounds before dispersing, unless dissipated by a strong wind.

Special Qualities: The vintouched retains the special qualities of the base creature and gains the following special quailites:
Cold resistance 10
Fast Healing (Ex): The vintouched gains fast healing 2
Electric Immunity (Su): Vintouched 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): A vintouched is privy to the vin hivemind. 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. The vintouched is always in constant communication with its queen, no matter the distance, so long as they are on the same plane.
Plant traits: Although not truly a plant creature, a vintouched gains some plant-like traits. All vintouched are immune to stunning and polymorphing effects.

Saves: As base creature, modified for ability increases
Abilities: Modify the base creature as follows: Str +0, Dex +0, Con +0, Int +2, Wis +4, Cha +4
Skills: As base creature
Feats: As base creature. Vintouched gain Multiattack as a bonus feat.
Climate/Terrain: As base creature
CR: As base creature +2
Alignment: Always lawful evil.
 


The Borg analogy is apt-ish, Clay_More, but that's not quite what I had in mind. The Borg exist to assimilate, whereas the vin only do it if it suits the vinqueen's purposes. I actually was thinking less Borg and more Poison Ivy when I was making this template.

And so the vin are finally complete. I'm going to be throwing the concept, and a few vinlings, at my 5th level group pretty soon.

Demiurge out.
 

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