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Moose Man
2011-04-25, 09:39 PM
Hey, I'm making a desert based continent. If anyone wants to contribute, just post. While this is a mostly monster based thread, the occasional class, magic item or random awesome would be appreciated. Anyone can critique anything, it's when it's been critiqued thoroughly that I put it on the handy little list that I will have at some point (much like the community monster classes thread). To start out, here's my go at it:

Waterweeds{table=head]Type|Plant (Fire, Earth)

Environment|Desert

Organization|Seedling, Sprout, Stump: Solo, Pair, Infestation (3-7), Overrun (8-90), Mucho Problemo (91-1000); The Rest: Solo, Pair, Infestation (3-7), Overrun (8-100)

CR| ???

Treasure|None

Alignment|Always Neutral

Advancement|Seedling 5-6 HD; Sprout 8-9; Stump 14-15 HD; Plant 17-18; Tall Plant 20-21 HD; Very Tall Plant 23-24; Adult Plant 26-27; Mature Adult Plant 29-30; Old Plant 32-33 HD; Very Old Plant 35-36 HD; Legendary Plant 39+ HD[/table]The waterweed is a tough, bitter plant. A close cousin of the cactus, it has similar qualities, such as the fact that it can survive the long months in the desert without much rain. However, instead of storing water, the waterweed uses up it's supply of water in a matter of hours. It has evolved from the cactus to a mobile, invasive terror. Using it's affinity for water, it finds natural wells and oasises in it's day-long energetic state, then drains them, killing off whatever may have used that water in the future. As it has an unquenchable thirst for water, the waterweed attacks creatures, other plants and people alike. When completely "out" of water, waterweeds shrivel up, the giant plant becoming a five inch cube of compacted plant matter. When even a drop of water impacts a water weed, it grows to full size, impaling things over it.

Waterweeds by Age
{table=head]Age|Size|Hit Dice (hp)|Str|Dex|Con|Int|Wis|Cha|BA/Grapple|Attack|F|R|W|Bonus PP|Unused Stat Points

Seedling|S|5d8+10 (33)|17|11|14|0|12|9|3/6|6|6|1|2|--|1

Sprout|M|8d8+24 (60)|19|13|16|0|12|9|6/10|9|9|3|3|--|2

Stump|M|11d8+44 (90)|21|15|18|0|12|9|8/12|12|11|5|4|--|2

Plant|L|14d8+70 (133)|23|17|20|2|12|9|10/20|15|14|7|5|35|3

Tall Plant|L|17d8+102 (179)|25|19|22|4|12|9|12/23|18|16|9|6|42|4

Very Tall Plant|H|20d8+140 (230)|27|21|24|6|12|9|15/31|24|19|11|7|50|5

Adult Plant|H|23d8+184 (287.5)|29|23|26|8|14|9|17/34|27|21|13|9|57|5

Mature Adult Plant|H|26d8+234 (351)|31|25|28|10|16|9|19/37|30|24|15|11|65|6

Old Plant|H|29d8+290 (421)|33|27|30|12|18|11|21/40|33|26|17|13|72|7

Very Old Plant|G|32d8+352 (496)|35|29|32|14|20|13|24/48|36|29|19|15|80|8

Legendary Plant|G|35d8+420 (578)|37|31|34|16|22|15|26/51|39|31|21|17|87|8
[/table]Waterweed Abilities by Age{table=head]Age|Speed|Initiative|AC|Special Abilities|ML|SR/PR

Seedling|20', 30' Burrow|
+0|19 (+1 size, +8 Natural)|Blindsight 40', Extra Stem Cells, Hibernation, Imbibe, Immunity to Fire, Impale, Water Sense|--|--

Sprout|20', 30' Burrow|
+1|21 (+1 Dex, +11 Natural)|Water Addiction, DR 10/Slashing, Multiattack, Track (water only)|--|--

Stump|25', 35' Burrow|
+2|24 (+2 Dex, +14 Natural)|Seed, Regeneration 5|--|--

Plant|30', 40' Burrow|
+3|29 (+3 Dex, -1 Size, +17 Natural)|DR 15/Slashing|1|17

Tall Plant|35', 45' Burrow|
+4|33 (+4 Dex, -1 Size, +20 Natural)|Burrowing Bonds|4|18

Very Tall Plant|40', 50' Burrow|
+5|36 (+5 Dex, -2 Size, +23 Natural)|DR 20/Slashing & Cold Iron, Regeneration 10|7|21

Adult Plant|45', 55' Burrow|
+6|40 (+6 Dex, -2 Size, +26 Natural)|Bleeding Wounds, Magnification Swing|10|22

Mature Adult Plant|50', 60' Burrow|
+7|44 (+7 Dex, -2 Size, +29 Natural)|DR 30/Slashing & Cold Iron|13|23

Old Plant|55', 65' Burrow|
+8|48 (+8 Dex, -2 Size, +32 Natural)|Temporal Acceleration, Regeneration 15|16|25

Very Old Plant|60', 70' Burrow|
+9|50 (+9 Dex, -4 Size, +35 Natural)|DR 35/Slashing & Cold Iron|19|26

Legendary Plant|65', 75' Burrow|
+10|54 (+10 Dex, -4 Size, +38 Natural)|Regeneration 20|22|28[/table]Extra Stem Cells: The waterweed cannot die from age.

Bleeding Wounds (Ex):Your attacks possess a lethal aftereffect, causing living creatures to bleed and others to crumble. If your attack deals lethal damage to your target, that target takes additional damage equal to the damage dealt or your strength bonus, whichever is less (minimum 1), at the start of each of its turns until the end of the encounter or until it is fully healed, whichever comes first. This extra damage ignores damage reduction and regeneration. (Here (http://www.giantitp.com/forums/showthread.php?t=140278), second Masterful Gambit)

Hibernation (Ex):The waterweed uses thousands of gallons of water per hour. Every twenty minutes, the waterweed uses 67 gallons of water from it's store. When a waterweed's store of water reaches zero, it shrinks to diminutive size and becomes unable to perform any actions. The waterweed can remain shrunk for eternity.

Imbibe (Ex):The waterweed can drain a pool in a matter of minutes. The waterweed drinks 80 gal. water*/minute. This number is added to it's store of water. Maximum Water Capacity in their store: 24000 gal.

*or other liquid.

Impale: The waterweed's head spike is sharp enough to pass through bone. Impale can be triggered by one of two ways:
1) The waterweed charges a target while burrowing.
2) If the waterweed comes into contact with water while in hibernation, it grows to its normal height, and may attack all in it's square.

If the attack successfully hits for either ways, the waterweed may start a grapple as a free action. If both the and grapple succeed, the waterweed is first in the initiative order for the next round.

Magnification Swing (Ex):1/encounter: The a missed attack roll ruins the attempt). A foe struck by the character takes normal damage, but also must make a Fortitude saving throw (DC 11 + HD + Wisdom modifier). If the saving throw fails, treat the attack as if the waterweed had automatically confirmed a critical hit. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected by Magnification Swing. This ability doesn’t trigger other feats, powers, or grafted weapons whose abilities are activated on a naturally occurring successful critical hit. (Id Strike from Hyperconsious, pg. 142)

Manifesting and Bonus PP:A waterweed manifests like a Psion (http://www.d20srd.org/srd/psionic/classes/psion.htm) of the waterweed's manifester level. Therefore, the waterweed gains the PP and the powers known of a psion of equivalent level to the manifester level on the chart. However, the waterweed uses Wisdom instead of intelligence for it's primary casting stat.
In addition to this, the waterweed gain bonus PP as shown on the chart.

Regeneration (Ex):Acid deals lethal damage to the waterweed. The waterweed regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the waterweed fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 868 hp). The waterweed is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability.
If the waterweed loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

Seed (Su):Once per day per 10 HD, the Waterweed may plant an area with seeds. Within 1d4 days, a single seedling grows out of the area seeded. This seedling isn't under the control of the waterweed, but is considered charmed towards it in all respects.

Spell/Power Resistance (Ex):The Waterweed gains spell and power resistance equal to that shown on the chart.

Temporal Acceleration (Sp)1/encounter/10 HD: As the power.

Water Addiction (Ex): The waterweed is very thirsty. When prevented from gaining access to water, by sentient beings or other means, a waterweed may enter a frenzy. In a frenzy, a waterweed gains a temporary +4 bonus to Strength, a +4 bonus to Dex, and a -2 to Will saves. The waterweed's frenzy ends 3+Con mod rounds after the waterweed begins the frenzy. The waterweed cannot voluntarily end his frenzy.

Water Sense (Ex):The waterweed can sense the general direction of water within a mile. Within 40', the waterweed can pinpoint the exact location of water sources, as well as it's size.Waterweed (Sprout)
Medium Plant (Fire, Earth)
HD 8d8+24 (60)
Speed 20 ft. (4 squares); Burrow 30'
Init: +1
AC 21; touch 11; flat-footed 21 (10 + 1 Dex + 10 Natural)
BAB +6/1; Grp +10
Attack Arm Spike [secondary] +8 (1d8+4, crit 18-20/x2)
Full-Attack 2 Arm Spikes +8/+8 (1d8+4, crit 18-20/x2), 1 Head Spike +10 (2d6+6, crit 18-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Impale, Water Addiction
Special Qualities Plant Traits, Blindsight 40', Extra Stem Cells, Hibernation, Imbibe, Immunity to Fire, Water Sense, Vulnerability to Cold, DR 10/Slashing
Saves Fort +9 Ref +3 Will +3
Abilities Str 19, Dex 13, Con 16, Int 0, Wis 12, Cha 9
Skills --
Feats TrackB (water only), MultiattackB
Environment Desert
Organization Solo, Pair, Infestation (3-7), Overrun (8-90), Mucho Problemo (91-1000)
Challenge Rating 8
Treasure: None
Alignment Neutral
Advancement See Following Posts; Favored Class: --
Level Adjustment --

Combat:

The waterweed does one of two things, A) full attacks, B) uses impale and drags the creature under the sand.

Extra Stem Cells: The waterweed cannot die from age.

Hibernation (Ex):The waterweed uses thousands of gallons of water per hour. Every twenty minutes, the waterweed uses 67 gallons of water from it's store. When a waterweed's store of water reaches zero, it shrinks to diminutive size and becomes unable to perform any actions. The waterweed can remain shrunk for eternity.

Imbibe (Ex):The waterweed can drain a pool in a matter of minutes. The waterweed drinks 80 gal. water*/minute. This number is added to it's store of water. Maximum Water Capacity in their store: 24000 gal.

*or other liquid.

Impale: The waterweed's head spike is sharp enough to pass through bone. Impale can be triggered by one of two ways:
1) The waterweed charges a target while burrowing.
2) If the waterweed comes into contact with water while in hibernation, it grows to its normal height, and may attack all in it's square.

If the attack successfully hits for either ways, the waterweed may start a grapple as a free action. If both the and grapple succeed, the waterweed is first in the initiative order for the next round.

Water Addiction (Ex): The waterweed is very thirsty. When prevented from gaining acess to water, by sentient beings or other means, a waterweed may enter a frenzy. In a frenzy, a waterweed gains a temporary +4 bonus to Strength, a +4 bonus to Dex, and a -2 to Will saves. The waterweed's frenzy ends 3+Con mod rounds after the waterweed begins the frenzy. The waterweed cannot voluntarily end his frenzy.

Water Sense (Ex):The waterweed can sense the general direction of water within a mile. Within 40', the waterweed can pinpoint the exact location of water sources, as well as it's size.

Lhurgyof
2011-04-25, 10:14 PM
Dark Sun should be pretty good at doing this, you can get their stuff over at Athas.org.

It should have many weird monsters that the players won't recognize.

Moose Man
2011-04-25, 10:22 PM
Oooh, thanks! Yay for Dark Sun! Anything on my monster?

Lhurgyof
2011-04-25, 11:08 PM
Oooh, thanks! Yay for Dark Sun! Anything on my monster?

It seems pretty solid, but also the type of thing that could wipe out vilages if it got out of control.

Seems like a good plot device. :smallsmile:

Moose Man
2011-04-26, 05:46 AM
That was the idea. :smallbiggrin: I should make a table for younger and older waterweeds, like the table for younger and older dragons.

Hyudra
2011-04-26, 12:55 PM
You're missing a [/table] tag at the end of the second spoiler.

Moose Man
2011-04-27, 04:42 PM
Done, except for the CRs. I'm no good at them. Could someone else please calculate their CRs and/or review (in-depth) the monster?

Mutazoia
2011-04-27, 05:33 PM
I would also suggest looking up the old Al-Qadim (http://www.al-qadim.com/) setting...

Moose Man
2011-05-02, 12:29 AM
While the Dark Sun setting and the Al-Qadim setting are good starting points, simply suggesting where to look for more monsters isn't the point of this thread. It's for contributing to a campaign setting that I'm slowly building from the ground up. So, if anyone would like to contribute, don't restrain yourself.

Lhurgyof
2011-05-02, 09:55 PM
Ah, well a card taken from Dark Sun: The desert is scary, don't leave the city.

Seriously, if they try to venture out of city without supplies, a map, and more likely a caravan, don't feel bad about punishing them. Nasty (and high CR) monsters roam the desert. Political intrigue (as well as a set up for the higher, possibly epic, levels) should be a good starting point. And when you're ready give them the opportunity to leave. (They should always have the opportunity, but it's damn hard treking miles and miles through dunes)

Also, alignments in a harsher world are greyed and smuged. A lawful good paladin may share the water equally among all members, but would a neutral good person ration water to helo someone who didn't help, or maybe even hamper the party in a dehydration situation?

I know it seems all Dark Sun-y but that's my realm of expertise. :smalltongue: