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<blockquote data-quote="demiurge1138" data-source="post: 732605" data-attributes="member: 7451"><p>Vinshalk </p><p>Medium-sized Plant (Vin)</p><p>Hit Dice: 7d8+28 (59 hp)</p><p>Initiative: +3 (Dex)</p><p>Speed: 40ft, climb 15ft</p><p>AC: 23 (+3 Dex, +10 natural)</p><p>Attacks: 2 vine slams +10 melee or 1d4 darts +8 ranged (range 100ft, no range increment)</p><p>Damage: Vine slam 2d4+5 plus parasitic attack or dart 1d6 plus 1d6 acid</p><p>Face/Reach: 5ft by 5ft/5ft</p><p>Special Attacks: Acid, constrict, improved grab, spores</p><p>Special Qualities: DR 5/+1, gallop, plant, regeneration 2, vin qualities</p><p>Saves: Fort +9, Ref +5, Will +3</p><p>Abilities: Str 21, Dex 16, Con 18, Int 10, Wis 13, Cha 10</p><p>Skills: Hide +11</p><p>Climate/Terrain: Warm forest or underground</p><p>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)</p><p>CR: 8</p><p>Treasure: None</p><p>Alignment: Always lawful evil</p><p>Advancement: 8-14 HD (Medium-sized), 15-21 HD (Large)</p><p></p><p>Vinshalks are the commanders and elite soldiers of the armies of the vin.</p><p></p><p>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).</p><p></p><p>Combat</p><p>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.</p><p></p><p>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.</p><p></p><p>Gallop (Ex): While traveling on all fours, a vinshalk has a movement of 80ft, but it cannot make slam attacks.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Plant Traits: Immune to mind-influencing effects, poisons, sleep, paralysis, stunning and polymorphing. Not subject to critical hits.</p><p></p><p>Regeneration (Ex): A vinshalk takes normal damage from fire and sonic attacks.</p><p></p><p>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.</p><p></p><p>Vin Traits: When a vinshalk reaches twice its hit points in temporary hit points, it buds another vinshalk. </p><p></p><p>Coming soon (probably tomorrow through the weekend) to a thread near you, the vinseer, vinsental, and vinqueen!</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 732605, member: 7451"] 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! [/QUOTE]
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