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Whom keeps the torches lit?
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<blockquote data-quote="Shades of Eternity" data-source="post: 9720970" data-attributes="member: 10869"><p>I started thinking about certain monsters that Gary used to make and well...</p><p></p><p>Torchstalk</p><p>Medium Plant, Unaligned</p><p>Armor Class 14 (natural armor)</p><p>Hit Points 45 (6d8 + 18)</p><p>Speed 0 ft. (immobile)</p><p></p><p>STR DEX CON INT WIS CHA</p><p>12 (+1) 10 (+0) 16 (+3) 1 (–5) 10 (+0) 1 (–5)</p><p></p><p>Saving Throws Con +5</p><p>Damage Resistances bludgeoning, piercing</p><p>Damage Immunities fire</p><p>Condition Immunities blinded, deafened, frightened, prone</p><p>Senses tremorsense 60 ft. (rooted), passive Perception 10</p><p>Languages —</p><p>Challenge 2 (450 XP)</p><p>Proficiency Bonus +2</p><p></p><p>False Illumination.</p><p>The Torchstalk emits bright light in a 20-foot radius and dim light for an additional 20 feet. The flame is real but magical in nature. A DC 15 Intelligence (Investigation) check reveals it is a plant, but it is otherwise indistinguishable from a standard torch.</p><p></p><p>Flammable Discharge (Recharge 5–6).</p><p>When a creature comes within 5 feet, the Torchstalk can expel a burst of volatile sap. The target must succeed on a DC 13 Dexterity saving throw or take 14 (4d6) fire damage and be ignited, taking 3 (1d6) fire damage at the start of each of its turns until it uses an action to douse the flames.</p><p></p><p>Fire Absorption.</p><p>Whenever the Torchstalk would take fire damage, it instead regains that number of hit points.</p><p></p><p>Death Bloom.</p><p>When the Torchstalk dies, it releases a burst of burning spores in a 10-foot radius. Creatures in that area must succeed on a DC 13 Constitution saving throw or take 9 (2d8) fire damage and 9 (2d8) poison damage and become poisoned for 1 minute. On a successful save, the creature takes half damage and is not poisoned.</p><p></p><p>Actions</p><p>Sap Spray (1/Day).</p><p>The Torchstalk sprays flammable sap in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much on a successful one. A creature who fails is also covered in burning sap, taking 3 (1d6) fire damage at the start of each turn for 1 minute unless they use an action to clean it off.</p><p></p><p>Description</p><p>Deep in the shadowed corridors of the underworld, a seemingly innocent torch flickers in the gloom—awaiting prey. The Torchstalk is a carnivorous plant that mimics lit torches to lure intelligent creatures close. Once a target approaches, the Torchstalk expels methane-laced sap and ignites it with its own magical flame.</p><p></p><p>Though mindless, it has adapted to prey on dungeon delvers through perfect mimicry, real firelight, and a cruel lifecycle. Once dead, it releases spores capable of growing new stalks in nutrient-rich ash.</p><p></p><p>Torchstalks often cluster in rooms with dead adventurers or in corridors where they can be mistaken for normal dungeon fixtures. Occasionally, dungeon builders cultivate them intentionally as a living trap network.</p></blockquote><p></p>
[QUOTE="Shades of Eternity, post: 9720970, member: 10869"] I started thinking about certain monsters that Gary used to make and well... Torchstalk Medium Plant, Unaligned Armor Class 14 (natural armor) Hit Points 45 (6d8 + 18) Speed 0 ft. (immobile) STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 16 (+3) 1 (–5) 10 (+0) 1 (–5) Saving Throws Con +5 Damage Resistances bludgeoning, piercing Damage Immunities fire Condition Immunities blinded, deafened, frightened, prone Senses tremorsense 60 ft. (rooted), passive Perception 10 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 False Illumination. The Torchstalk emits bright light in a 20-foot radius and dim light for an additional 20 feet. The flame is real but magical in nature. A DC 15 Intelligence (Investigation) check reveals it is a plant, but it is otherwise indistinguishable from a standard torch. Flammable Discharge (Recharge 5–6). When a creature comes within 5 feet, the Torchstalk can expel a burst of volatile sap. The target must succeed on a DC 13 Dexterity saving throw or take 14 (4d6) fire damage and be ignited, taking 3 (1d6) fire damage at the start of each of its turns until it uses an action to douse the flames. Fire Absorption. Whenever the Torchstalk would take fire damage, it instead regains that number of hit points. Death Bloom. When the Torchstalk dies, it releases a burst of burning spores in a 10-foot radius. Creatures in that area must succeed on a DC 13 Constitution saving throw or take 9 (2d8) fire damage and 9 (2d8) poison damage and become poisoned for 1 minute. On a successful save, the creature takes half damage and is not poisoned. Actions Sap Spray (1/Day). The Torchstalk sprays flammable sap in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much on a successful one. A creature who fails is also covered in burning sap, taking 3 (1d6) fire damage at the start of each turn for 1 minute unless they use an action to clean it off. Description Deep in the shadowed corridors of the underworld, a seemingly innocent torch flickers in the gloom—awaiting prey. The Torchstalk is a carnivorous plant that mimics lit torches to lure intelligent creatures close. Once a target approaches, the Torchstalk expels methane-laced sap and ignites it with its own magical flame. Though mindless, it has adapted to prey on dungeon delvers through perfect mimicry, real firelight, and a cruel lifecycle. Once dead, it releases spores capable of growing new stalks in nutrient-rich ash. Torchstalks often cluster in rooms with dead adventurers or in corridors where they can be mistaken for normal dungeon fixtures. Occasionally, dungeon builders cultivate them intentionally as a living trap network. [/QUOTE]
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