Blog Archive

Showing posts with label Plant. Show all posts
Showing posts with label Plant. Show all posts

Saturday 16 February 2019

Blood Thorne

These are some of the dangerous plants that reside in my world. They can be hidden virtually anywhere both in cities, jungles or along the ceilings of abandoned buildings.  Many of these plants are cultivated by druids to secure locations, others just infest an area and never let go.

Blood Thorne
N (E) Medium Plant
Init +4; Senses darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +5

DEFENSE

AC 13 touch 13, flat-footed 10 (+5 Dex, +14 natural, -2 size)
hp 19hp (2d10+4)
Fort +5, Ref +1,Will +4

OFFENSE

Speed 0 ft.
Melee Grapple +5 (1d6+2)*
Space 5 ft.; Reach 10 ft.
Special Attacks Camoflage, Blood Drain

STATISTICS

Str 15, Dex 10, Con 15, Int 5, Wis 13, Cha 3
Base Atk +4 CMB +4 CMD 13
Feats Improved Initiative, Great Fortitude
Skills Perception +20; Stealth +13 (+8 bonus from camoflage special attack feature; +15 bonus from tremor sense)

ECOLOGY

Environment Any Forest or Urban area
Organization solitary
Treasure Incidental (gems or coins fallen in the dirt)
Advancement 3-12 HD (Medium); 13-20 (Large)

SPECIAL ABILITIES

Larger versions have 1 vine tentacle attack for every 5 HD. (2 HD = 1 ATk, 5 HD = 2 ATKs, 10 HD = 3 ATKS, etc).  Blood Thornes never attack the same victim with more than one vine.

Blood Drain: Once a Blood Thorne attacks, assume it has grappled their victim, they will continue to drain their victim every round

Increase Damage based on HD Size (2 HD = 1d4 dmg, 5 HD = 1d8 dmg, 10 HD = 1d12 dmg)

Camouflage: Knowledge (Plant) DC 16 to spot a Blood Thorne from more than ten feet away.

Vines have an AC the same as the base plant and hp equal to HD X 2, these hit points are only for the vine and does not affect the primary body

Appear as common vines with very small red berries found inside sharp thornes. Found through-out warm forests, especially on old buildings. These vines are actually a sinister variety of thornes that seek flesh to feed upon a creature's blood.  Anytime flesh comes within five feet, the thorne lashes out, trying to wrap around the flesh to feed upon. If it is successful,  it wraps around and continues to drain blood.

While most building owners try to weed these creatures out of their area, others actively encourage these plant creatures as it is a great way to discourage others from climbing or trying to break into a building. The small reddish berries have a very sharp flavour that can be used to make a potent wine, it's a very slow and dangerous

These sentient plants develop a connection with humanoids that they regularly see and interact with. One needs to make a DC 15 Knowledge - Plants  or Profession - Farmer (15) to know how to interact with them. Druids often plant these seeds in abandoned buildings to discourage settlers if the area is violent. Many of these are trained not to attack if a specific password or action is taken.


Wednesday 13 February 2019

Rolling Vine

These plant creatures appear to be bundles of vines all round-up and wound together, forming a plant ball, which rolls along the plains or any (somewhat) flat surface. What few creatures realize is these are in fact semi-sentient plant creatures, and can be quite menacing if threatened.

Roller or Rolling Vine

N Small Plant
Init +3 Senses Low-light vision; Perception +6

 DEFENSE

AC 16 touch 14, flat-footed 13 (+2 Dex, +4 natural)
hp 19 hp (3d8+6 con)
Fort +5, Ref +4, Will +1
Defensive Abilities Immune mind-affecting effects, poison, sleep, polymorph, stunning

 OFFENSE
Speed 20 ft.
Base Attack +2, CMB +2 CMD 15
Melee Ball +4 (1d4+1) (bash, or bite)
Special Attacks Entrap

 STATISTICS
Str 13, Dex 16, Con 14, Int 5, Wis 10, Cha 5
Base Atk +3 CMB +5 CMD 17 / +29 to avoid being tripped, bull rushed, etc
Feats Deep Roots, Skill Bonus +4 Perception
Skills +5 Perception , +12 Stealth; +4 Stealth bonus if planted outside
Languages Druid or Fae (Understand spoken, but they cannot read or speak)

 ECOLOGY
Environment    Any Forest or plains
Organization   Pod (11 - 20)
Treasure Value  Incidental

 SPECIAL ABILITIES

Entrap - these rolling webbed balls try to bite anything that moves towards them, if their attack hits treat as being webbed. Small creatures that have grabbed a creature inflict a -2 attack or saving throw penalty if they bite onto the upper body. If they bite the lower region, they inflict a cumulative 20% reduction in speed. They continue to bite, inflicting damage until the creature collapses, then they release them.

Rollers look like an artificial device, similar to a vine or branch that has been twisted to have a rounded appearance. In fact, these are a semi-sentient plant that forms itself into a ball, so it can roll for both transportation and to roll away in a defensive action.  Normally they are spread out against the ground, somewhat similar to a starfish sunning themselves, but when any creature or potential threat nears them, they ball up and roll themselves away. If they or their allies are threatened, rather than roll away,  they head towards the danger, attempting to trap their opponent.

They can build up quite the speed from rolling down a hill, these plants have tiny tendrils all over their bodies, they use these to push themselves to gather speed or even climb up surfaces, albeit very slowly.

What many creatures are not aware of, that like many other plants is that Rollers never stop growing, so that these much smaller creatures are common, there are much larger, stronger, faster and keener.

HD         Spd               Size                  Base Atk                    Dmg                 Attr              Skill                                                                                                         Bonus              Bonus            Bonus
3                  30                  Small                   +4 1d6+2                 +0 +6
6                  30                  Small                   +6 1d6+2                 +3 +12
9                  40                  Medium +9 1d8+2                 +6 +27
12                40                  Medium +12 1d10+2               +9 +36
15+              50                  Large                  +15 2d8+4 +15 +60

For both attribute bonus and skill bonus, apply as desired but avoid putting more than half their bonus bump in any one attribute score.

Monday 19 November 2018

Seymourian

A native and twisted plant form found in some of the deepest jungles of the land. While unsure of their origin, they have long been a nightmare to root out. These twisted entities try to manipulate the environments to control others to do their bidding.

Seymourian

NE Medium Plant
Init +2 Senses Low-light vision; Perception +6

 DEFENSE

AC 16 touch 9, flat-footed 16 (+7 natural, -1 size)
hp 75hp (10d8+30 con)
Fort +10, Ref +3, Will +3
Defensive Abilities Immune mind-affecting effects, poison, sleep, polymorph, stunning

 OFFENSE
Speed 10 ft.
Melee Bite +8 (1d12+2/X3), Root Tentacles +6 (1d8+3)
Special Attacks Tentacles Reach 25 ft
Spell Like Abilities (CL 9th)
Summon Small Animals, Detect Alignment or Magic (5/day)
Charm Animal or Humanoid (4/day; DC 14) & Control Plant (4/day; DC 15)

 STATISTICS
Str 19, Dex 11, Con 16, Int 13, Wis 11, Cha 11
Base Atk +7 CMB +12 CMD 22 / +12 to avoid being tripped, bull rushed, etc
Feats Deep Roots, Multi-Attack
Skill Bonus +4 Perception
Skills +7 Perception , +10 Stealth; +8 Knowledge (Plant), +4 Stealth bonus if planted outside
Languages Druid, Fae, Elf plus one

 ECOLOGY
Environment    Any Forest
Organization   Solitary or Pod (2-4)
Treasure Value  Standard
Advancement (11-16 HD - Medium), (17-22 HD Large)

 SPECIAL ABILITIES

Root Reach - Their roots can stretch out up to 200 ft their base. They cannot attack in this area, but can move objects closer to them.

Non-Detection: The Seymourian has a DC 25 to be found or caught by magic spells, otherwise they are observed as normal plants.

This plant has long been a nuisance in forests and gardens. Appear as larger than normal plants, with an extensive root system. But when cultivated by either an evil druid or someone with knowledge they can breed a smart and quite dangerous specimen that is sentient. These creatures control an environment as their home, and anything in their radius can be affected by their charms.

Appear as a large sized, heavily rooted, broad leafed flower, with a bright rose or red petals. While it is almost impossible to immediately notice them (DC 18) if intruders see the Seymourian talk, they notice small eyes, nose and mouth in the largest petal. Seymourians try to control the creatures around them for their own purposes, whether looking for followers, wealth or love.

It often has allies that are only vaguely aware of what they are, they just know the entity can protect or raid a forest area better than anyone else.

Monday 7 May 2018

Spittunnia - Seed Spitting Potted Plant

These are low-level, somewhat cognizant plants that are used to protect many locations. Trained to attack anyone that approaches that do not wear or speak the code-word. 


Spittunnia Plant (Spitting Plant)

XP 1,200
N Small Plant
Init +2 Senses Low-light vision; Perception +10

 DEFENSE

AC 16 touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 22hp (3d8+10 con)
Fort +6, Ref +3, Will +2
Defensive Abilities Immune mind-affecting effects, poison, sleep, polymorph, stunning

 OFFENSE
Speed 0 ft.
Melee Bite +5 (1d6+2)
Special Attacks Spit Seed

 STATISTICS
Str 14, Dex 14, Con 14, Int 3, Wis 12, Cha 5
Base Atk +3 CMB +5 CMD 17 / +29 to avoid being tripped, bull rushed, etc
Feats Deep Roots, Skill Bonus +4 Perception
Skills +7 Perception , +10 Stealth; +4 Stealth bonus if planted outside
Languages Druid, Fae* Understand, cannot speak

 ECOLOGY
Environment    Any Forest, Originates from Mario-World
Organization   Pod (2-4)
Treasure Value  Incidental

 SPECIAL ABILITIES

Spit Seed - 1d6 dmg - treat as Magic Missile (50 ft radius, 25 spits/day)
Deep Roots: Gain +12 on CMD checks to avoid being tripped

Look like medium sized orange sunflower plants, many times in potted plants and well cared for. When planted outside they can be hidden among many other non-magical plants. Either when prompted or when an area is threatened, these plants respond by attacking outsiders. Typically with a pod of 2-4 other plants. Druids are often hired to cultivate them.

There is no maliciousness with these plants, they hunger for flesh of any type. While they do not need animal blood, they still desire to feast on it. Many are well trained so they can be kept at bay with a word, symbol or hand gesture. It is harder to train them to hold their bite for a specific action, as opposed to either biting everything or nothing. DC 20 knowledge plants to train them.

While their seed spit is more effective, as it is treated as a magic missile type attack, they prefer a bite
as they can devour victims killed nearby, but can not savor flesh if it falls too far away.

Advancement:
5-10 HD Stone Spitter; Bite: 1d10+2 dmg, Treat Stone Spit as Magic Missile (2d6+2); +4 Int & Dex; Medium Sized; +2 AC

11-16 HD Acid Spitter; Bite 2d8+3 dmg, Treat Acid Spit as Magic Missile (3d6+3);  +6 Str & +4 Con; Large Size; +5 AC


Tuesday 24 May 2016

Vined Soldier

These are among the most simplistic servants used by druids. Created from fallen soldiers, they arise from the power of the forest, serving their druidic masters in simple tasks. They appear as skeletons with small green vines covering their bones, similar to a living bodies blood vessels. Since they are not the reanimated bodies or spirits, they are not undead, they are animated through the plants.


Vined Soldier

N Medium Plant
Init -1 Senses Low-light vision; Perception +X
 DEFENSE
AC 11 touch 9, flat-footed 11 (-1 Dex, +2 natural)
hp 9 hp (2d8)
Fort +3, Ref -1, Will +0 
 OFFENSE
Speed 30 ft.
Melee Slam +2 (1d6+1)
Ranged Net +0 (1d2), Range 20 ft, Ref DC 11 to avoid or escape
 STATISTICS 
Str 13, Dex 9, Con 10, Int 4, Wis 10, Cha 4
Base Atk +1 CMB +2 CMD 11
Feats Power Attack
Skills +4 climb, +2 Perception , -1 Stealth
 ECOLOGY
Environment     Druids Grove
Organization     Solitary or Clan (3-6)
Treasure Value  Quarter or less
Advancement Range: 3 or 4 HD; +1 level as Barbarian or Fighter Class

Appear as a zombie or skeleton with small, thin but very visible green vines covering them, quite similar to blood vessels but these vines are what is causing the dead skeleton to move, thus this is actually categorized as a plant and not a true undead. They are one of the most common servants that druids use, as they are from living creatures killed in a forest, most often from armies that invade the forest. These corpses are then buried in or near a druid's grove and are raised by the magic of the forest. The vines that surround the dead, act a bit like living blood vessels, but these spread the magic that enables the vine zombie to act, the only requirement for the corpses is that they are complete corpses.  Most druids will tear off the faces of these zombies so they are unrecognizable.

A Vined Soldier is treated as a plant, though most often seen as undead by those unfamiliar with them. However, they can be turned if they are in dungeons as undead, but at +4 bonus to resist. Near a druid's grove, they cannot be turned.

Though rare it is sometimes possible for long-serving vine soldiers to gain sentience, as the vines cognizance combines with the memories of the dead to become more than either alone. Still loyal to the druids cause but they have their own purposes. For this reason, many druids retire them after a few years as these mixed beings are sorrowful creatures, unable to fit in either with the living, the dead or other sentient plant creatures,