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When Orchids Attack (added a template! about four days ago! in case anyone cared!)
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<blockquote data-quote="demiurge1138" data-source="post: 734832" data-attributes="member: 7451"><p>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!</p><p></p><p>Vinfiltrator</p><p>Medium-sized Plant (Vin)</p><p>Hit Dice: 12d8+24 (78 hp)</p><p>Initiative: +8 (+4 Dex, +4 feat)</p><p>Speed: 20ft, fly 60ft (average)</p><p>AC: 24 (+4 Dex, +10 natural)</p><p>Attacks: 2 weapons +9/+4/-1 melee, weapon +13 ranged, tendril +11 melee touch</p><p>Damage: As per weapon, tendril 5d6 </p><p>Special Attacks: Improved parasitic attack, sneak attack +6d6, spells, spell-like abilities, spores</p><p>Special Qualities: Alternate form, DR 10/+2, plant, regeneration 3, SR 25, vin traits</p><p>Saves: Fort +8, Ref +7, Will +11</p><p>Abilities: Str 15, Dex 18, Con 14, Int 28, Wis 24, Cha 26</p><p>Skills: Bluff +23, Diplomacy +23, Disguise +34*, Hide +12, Intimidate + 23,Knowledge (arcana)+24, Knowledge (religion) +24, Sense Motive +22</p><p>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) </p><p>Climate/Terrain: Warm forest, underground or urban</p><p>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).</p><p>CR: 14</p><p>Treasure: Double standard, plus weaponry</p><p>Alignment: Always lawful evil</p><p>Advancement: 13-24 HD (Medium-size), 25-36 HD (Large)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Combat</p><p>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.</p><p></p><p>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. </p><p></p><p>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.</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 vinfiltrator takes normal damage from fire and sonic attacks.</p><p></p><p>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.</p><p></p><p>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</p><p></p><p>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</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 734832, member: 7451"] 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. [/QUOTE]
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