AugustNights
2013-05-04, 10:31 PM
Fiendish Hawk Nest
How these curious plants come into existence is a matter of some debate. Some believe that these small warped plants are cultivated by both demons and devils in order to produce effective quick transports of small scout-like birds. Others think these "nests" are formerly natural plants that were infected by some sort of foul fungus from the lower planes. Popular belief is that these are simply a crude form of teleportation-device built using natural materials. Regardless of how they came into being, these sluggish plants have a large hallow bulb that seems to produce an endless supply of fiendish hawks.
Some who study such curiosities have mentioned rumors that even more powerful fiends can be summoned through similar more powerful plants.
Goal
Hello all, I'm working on a Diablo II based game, using the Diablarie and To Hell and Back books. I notice that they hand-waved the Blood-Hawk Nest Monster away as a fluff part of the blood-hawks, and I wanted to use the actual monsters. So I've whipped up these stat-blocks. I'm not so good with eyeballing Monster CR, so any help with that would be excellent.
In theory I'd like this monster to be as viable in this setting as any-other, so I'm making it generic D&D stats with no reference to the obscure Blizzard/WotC books.
(P.)E.A.C.H.(ing) appreciated
Fiendish Hawk Nest
Large Plant (Extraplanar, Evil)
Hit Dice: 4d8+24 (42 hp)
Speed: 5 ft. (1 square)
Initiative: -4
Armor Class: 11 (-1 size,-4 dex, +6 natural), touch 5, flat-footed 11
Base Attack/Grapple: +3/+7
Standard Attack:
Full-Attack:
Space: 10 ft./
Special Attacks: Conjure Fiendish Hawk
Special Qualities: Blindsight 15 ft., Mindless, Plant traits.
Saves: Fort +10, Ref -3, Will +2
Abilities: Str 10, Dex 3, Con 23, Int Ψ, Wis 13, Cha 9
Skills:
Feats:
Environment: Any
Organization: Solitary, Grove (2-5), or Orchard (6-12)
Challenge Rating: 2
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Always Neutral Evil
Advancement*: 5-7 HD (Large) 8-14 HD (Huge).
Level Adjustment
Combat
A Fiendish Hawk Nest remains relatively dormant until a creature moves into it's range of Blindsight, where upon it begins conjuring fiendish hawks that attack with no regard to self-preservation.
Conjure Fiendish Hawk (Su)
Once per 1d4+1 rounds the Fiendish Hawk Nest may summon 1d3 fiendish (http://www.d20srd.org/srd/monsters/fiendishCreature.htm) hawks (http://www.d20srd.org/srd/monsters/hawk.htm) into being as a Standard Action. The Fiendish Hawk Nest may summon a total of 10 such hawks at any given time. These fiendish hawks remain for a total of 10 rounds. This supernatural ability otherwise functions as the Summon Monster II (http://www.d20srd.org/srd/spells/summonMonsterII.htm) spell.
HD Advancement
As a Fiendish Hawk Nest gains Plant HD, the power of its Conjure Fiendish Hawk supernatural ability increases.
At 5 HD the Fiendish Hawk Nest summons Fiendish (http://www.d20srd.org/srd/monsters/fiendishCreature.htm) Eagles (http://www.d20srd.org/srd/monsters/eagle.htm).
At 8 HD the Fiendish Hawk Nest summons Fiendish (http://www.d20srd.org/srd/monsters/fiendishCreature.htm) Dire Bats (http://www.d20srd.org/srd/monsters/direBat.htm).
At 11 HD the Fiendish Hawk Nest summons Fiendish (http://www.d20srd.org/srd/monsters/fiendishCreature.htm) Giant Wasps (http://www.d20srd.org/srd/monsters/giantWasp.htm).
Notes
For a majority of this monster's stat-block I've used the Assassin Vine (http://www.d20srd.org/srd/monsters/assassinVine.htm) as a guide.
I notice some monster entries can lack attacks, but usually it's tiny animals such as as the toad (http://www.d20srd.org/srd/monsters/toad.htm).
I am shooting for no more than CR 2. If I need to reduce the Hit Dice or anything similar while maintaining the Summon Effect, that would be great.
Added in a summon progression for HD advancement, not sure if it matches with CR progression of Plant Type HD.
Altered wording from "calls" to "summons." Also reduced summon time from 10 minutes to 10 rounds.
How these curious plants come into existence is a matter of some debate. Some believe that these small warped plants are cultivated by both demons and devils in order to produce effective quick transports of small scout-like birds. Others think these "nests" are formerly natural plants that were infected by some sort of foul fungus from the lower planes. Popular belief is that these are simply a crude form of teleportation-device built using natural materials. Regardless of how they came into being, these sluggish plants have a large hallow bulb that seems to produce an endless supply of fiendish hawks.
Some who study such curiosities have mentioned rumors that even more powerful fiends can be summoned through similar more powerful plants.
Goal
Hello all, I'm working on a Diablo II based game, using the Diablarie and To Hell and Back books. I notice that they hand-waved the Blood-Hawk Nest Monster away as a fluff part of the blood-hawks, and I wanted to use the actual monsters. So I've whipped up these stat-blocks. I'm not so good with eyeballing Monster CR, so any help with that would be excellent.
In theory I'd like this monster to be as viable in this setting as any-other, so I'm making it generic D&D stats with no reference to the obscure Blizzard/WotC books.
(P.)E.A.C.H.(ing) appreciated
Fiendish Hawk Nest
Large Plant (Extraplanar, Evil)
Hit Dice: 4d8+24 (42 hp)
Speed: 5 ft. (1 square)
Initiative: -4
Armor Class: 11 (-1 size,-4 dex, +6 natural), touch 5, flat-footed 11
Base Attack/Grapple: +3/+7
Standard Attack:
Full-Attack:
Space: 10 ft./
Special Attacks: Conjure Fiendish Hawk
Special Qualities: Blindsight 15 ft., Mindless, Plant traits.
Saves: Fort +10, Ref -3, Will +2
Abilities: Str 10, Dex 3, Con 23, Int Ψ, Wis 13, Cha 9
Skills:
Feats:
Environment: Any
Organization: Solitary, Grove (2-5), or Orchard (6-12)
Challenge Rating: 2
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Always Neutral Evil
Advancement*: 5-7 HD (Large) 8-14 HD (Huge).
Level Adjustment
Combat
A Fiendish Hawk Nest remains relatively dormant until a creature moves into it's range of Blindsight, where upon it begins conjuring fiendish hawks that attack with no regard to self-preservation.
Conjure Fiendish Hawk (Su)
Once per 1d4+1 rounds the Fiendish Hawk Nest may summon 1d3 fiendish (http://www.d20srd.org/srd/monsters/fiendishCreature.htm) hawks (http://www.d20srd.org/srd/monsters/hawk.htm) into being as a Standard Action. The Fiendish Hawk Nest may summon a total of 10 such hawks at any given time. These fiendish hawks remain for a total of 10 rounds. This supernatural ability otherwise functions as the Summon Monster II (http://www.d20srd.org/srd/spells/summonMonsterII.htm) spell.
HD Advancement
As a Fiendish Hawk Nest gains Plant HD, the power of its Conjure Fiendish Hawk supernatural ability increases.
At 5 HD the Fiendish Hawk Nest summons Fiendish (http://www.d20srd.org/srd/monsters/fiendishCreature.htm) Eagles (http://www.d20srd.org/srd/monsters/eagle.htm).
At 8 HD the Fiendish Hawk Nest summons Fiendish (http://www.d20srd.org/srd/monsters/fiendishCreature.htm) Dire Bats (http://www.d20srd.org/srd/monsters/direBat.htm).
At 11 HD the Fiendish Hawk Nest summons Fiendish (http://www.d20srd.org/srd/monsters/fiendishCreature.htm) Giant Wasps (http://www.d20srd.org/srd/monsters/giantWasp.htm).
Notes
For a majority of this monster's stat-block I've used the Assassin Vine (http://www.d20srd.org/srd/monsters/assassinVine.htm) as a guide.
I notice some monster entries can lack attacks, but usually it's tiny animals such as as the toad (http://www.d20srd.org/srd/monsters/toad.htm).
I am shooting for no more than CR 2. If I need to reduce the Hit Dice or anything similar while maintaining the Summon Effect, that would be great.
Added in a summon progression for HD advancement, not sure if it matches with CR progression of Plant Type HD.
Altered wording from "calls" to "summons." Also reduced summon time from 10 minutes to 10 rounds.