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<blockquote data-quote="demiurge1138" data-source="post: 734828" data-attributes="member: 7451"><p>I'm glad you like 'em, Krish, but I'd hardly call them <em>cute</em>. Especially these next two.</p><p></p><p>First, the war coordinator of the vin.</p><p>Vinseer </p><p>Large Plant (Vin)</p><p>Hit Dice: 15d8+75 (142 hp)</p><p>Initiative: +5 (+1 Dex, +4 feat)</p><p>Speed: 30ft, climb 10ft</p><p>AC: 25 (+1 Dex, -1 size, +15 natural)</p><p>Attacks: 4 vine slams +16 melee</p><p>Damage: Vine slam 2d6+5 plus parasitic attack</p><p>Face/Reach: 5ft by 5ft/15ft</p><p>Special Attacks: Constrict, improved grab, spell-like abilities, spores</p><p>Special Qualities: Coordinate, DR 10/+2, plant, regenerate 4, share skills, SR 27, vin traits</p><p>Saves: Fort +14, Ref +6, Will +10</p><p>Abilities: Str 20, Dex 12, Con 20, Int 16, Wis 20, Cha 18</p><p>Skills: Climb +13, Concentration +17, Craft (traps) +16, Hide +8, Listen +17, Knowledge (war and tactics) +16, Search +15, Spot +17 </p><p>Feats: Ability Focus (spores), Cleave, Extended Reach, Improved Initiative, Multigrab, Power Attack, Weapon Focus (vine slam)</p><p>Climate/Terrain: Warm forest and underground</p><p>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)</p><p>CR: 16</p><p>Treasure: Standard items, no goods, no coins</p><p>Alignment: Always lawful evil</p><p>Advancement: 16-24 HD (Large), 25-36 HD (Huge)</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>Combat</p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</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 vinseer takes normal damage from fire and sonic attacks.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Vin traits: When a vinseer reaches twice its hit points as temporary hit points, it buds another vinseer.</p><p></p><p>Skills and Feats: A vinseer receives skills and feats as if it were a fey.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 734828, member: 7451"] I'm glad you like 'em, Krish, but I'd hardly call them [I]cute[/I]. 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. [/QUOTE]
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