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The Vorpal Tribble
2007-04-30, 11:04 PM
Birds and the Bees

http://my.photosleeve.com/TheVorpalTribble-albums/album03/agz.jpg http://my.photosleeve.com/TheVorpalTribble/images/pixel_trans.gif

The world has fully awakened from its winter stupor and is pregnant with life. Flowers are blooming, trees are lush and green, insects buzzing, birds singing. Vitality is all around us, growing and multiplying and spreading. What will your imagination give birth to?

_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/


The contest begins with the posting of this thread and will continue until midnight of May 21st (EST).

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of the 31st.


Rules

1. You will be creating a 'unique' D&D monster. A being of vitality and verve. Creatures defined by fertility and their lust for life.

Examples
Honeydew (http://www.giantitp.com/forums/showthread.php?t=38894)
Golden Miasma (http://www.giantitp.com/forums/showthread.php?t=11062)

2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similiar in addition is optional. Incomplete entries will be disqualified upon the deadline.

3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV).

4. Post all entries on this thread. Any and All Comments and discussions will take place on a seperate thread here (http://www.giantitp.com/forums/showthread.php?p=1499183).

5. One entry per participant.

6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Merely adding class levels or templates to an already published or posted creature does not count as a new monster.

7. No reserving posts. Feel free to post a creature and tweak it, but you have to at least have the basic beast already done.

The Vorpal Tribble
2007-05-01, 09:25 PM
Here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread (http://www.giantitp.com/forums/showthread.php?p=1499183).


Name

<Size> <Type>
Hit Dice:
Initiative:
Speed: (# squares)
Armor Class: (), touch, flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description/background/characteristics

Combat


-=-=-=-=-=-=-

Plot Hook/Story if any

belboz
2007-05-02, 02:22 AM
Giant Bacillus

http://i183.photobucket.com/albums/x137/belboz/bacilli.jpg
[a small portion of a giant bacillus swarm, shown actual size]
Fine Ooze [Swarm]
Hit Dice: 10d10 + 40 (95 HP)
Initiative: -4
Speed: 10' (2 squares), climb 10'
Armor Class: 16 (+2 natural, -4 dex, +8 size), 14 touch, 16 flat-footed
Base Attack/Grapple: +8/-
Attack: Swarm 2d6 acid
Full Attack: Swarm 2d6 acid
Space/Reach: 5'/0'
Special Attacks: Infection
Special Qualities: Fast Healing 10, Blindsense 60', Multiplication,
Succeptibility to fungi, Stench, immunity to weapon damage, Ooze traits, swarm traits
Saves: Fort +7, Ref -1, Will -1
Abilities: Str 1, Dex 3, Con 18, Int -, Wis 3, Cha 1
Skills: -
Feats: -
Environment: Any non-cold non-desert
Organization: Colony (1-20 swarms)
Challenge Rating: 7
Treasure: Half standard, no goods or leather items
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

As you open the trapdoor, you are almost felled by what feels like a solid wall of sulfurous stink. What's beneath it appears to be a sort of graveyard or oubliette--at any rate, it contains the skeletal remains of thirty or so humanoid creatures, swarming with...no, they're not maggots. No maggot was ever that large--the floor is a good 20 feet below you, and you can see these things clearly; they must be over an inch long. Glistening, pustulent yellow cylinders, slowly oozing over and through the bones. Thousands upon thousands. Millions, perhaps.

Description:

Giant bacilli are very simple organisms that reproduce and spread at an exponential rate. They're cylindrical, about an inch long, and filled with a substance with the color, consistency, and smell of pus (it is not pus, and does not itself carry disease). Their surface is covered in an acidic, transparent, and slightly adhesive slime, which enables them to climb up walls and even spread across ceilings. Whatever mechanism they use for movement is not visible to the naked eye; they simply appear to glide slowly along surfaces.

Ecology: Giant bacilli are never encountered except in dense swarms. They can live almost anywhere where the air is reasonably damp and temperatures are generally above freezing.

Giant bacillus colonies slowly dissolve and digest any animal flesh, leather, or soft plant materials (with the exception of fungi; see below). They can survive for months without any digestable matter, although colonies require it to spread (that is, to create new swarms).

Individual bacilli reproduce by fission--a single bacillus will appear to elongate and then divide in two. Individual bacilli within a swarm are continually reproducing and dying off; a single swarm can maintain its size for a considerable length of time without any additional organic material, with living bacilli consuming dead ones to reproduce.

If, however, a swarm consumes 100 lbs. of digestible matter, its reproductive rate will go into overdrive until it doubles in size--effectively creating another swarm. This will continue as long as there is matter to consume and space for the colony to spread. Swarms can also reproduce by infesting living hosts and digesting them from within.

Giant bacillus colonies sometimes infest heaps of organic garbage or offal; noticing them in such a heap generally requires a DC 15 Spot check, or actually searching through the heap (which subjects the searcher to a swarm attack).

Combat

Giant bacilli are mindless, with few senses, so they are not really combatants in the usual sense. They can sense organic matter at a distance of 60', and will generally swarm towards it, but they are otherwise inert.

Infection (ex): Any creature subject to a giant bacillus' swarm attack must make a Fort save (DC 19, Con-based), or some giant bacilli will successfully enter their body via an orifice or open wound and set up an infestation. An infestation can be cured by any spell or effect that cures disease. Otherwise, the progress of the infestation is as follows:
Each hour, the creature must make a Fort save (DC 19) or take a single point of Con damage. This damage cannot be healed without first curing the infestation.
The creature is generally not aware of the infestation until they have failed one of their Fort saves. At that point, they become aware of a dull ache, which intensifies as they take further constitution damage.
When the creature reaches a constitution of 2 or less, the bacilli become visible, moving under the skin.
When an infested creature of size S or larger dies, its body dissolves in one round into one or more swarms of giant bacilli. A creature becomes one swarm per 5' square it occupies. A creature's hard tissues (bone, claws, wood pith, etc) are left after its dissolution. When an infested creature of size T or D dies, its body dissolves into a smaller number of giant bacilli (not enough to make a swarm) which will disperse on their own within a round.
Fine creatures are immune to infestation, as are creatures (usually of the Plant type) that have fungus as at least a substantial portion of their anatomy, and creatures that are immune to disease.

Fast Healing (ex): A giant bacillus swarm automatically heals 10 HP of damage per round from any source. The only way to prevent the healing is to kill the entire swarm (e.g., by reducing it to 0 HP).
Fine creatures are immune to infection, as are creatures (usually of the Plant type) that have fungus as at least a substantial portion of their anatomy, and creatures that are immune to disease.

Blindsense (ex): A giant bacillus swarm can sense the presence and general location of digestible organic matter out to 60'. Creatures made of inorganic material (such as some constructs), incorporeal creatures, and creatures made entirely of hard tissue (such as skeletal undead) are invisible to a bacillus swarm.

Multiplication (ex): A giant bacillus swarm deals 2d6 acid damage per round to any soft organic tissue inside its area; once an object is reduced to 0 HP (or a creature is killed), it is consumed by the swarm. When a swarm has consumed 100 lbs of matter in this fashion, it doubles in size, effectively creating a new swarm in an adjacent square. There must be such a square that is not already occupied by a giant bacillus swarm for this to happen.

Succeptibility to fungi (ex): As an ooze, a giant bacillus is immune to most poisons. However, this immunity does not include poisons derived from fungi. Exposure to even a simple preparation of powdered fungal material (even if usually non-poisonous) acts on the swarm as a poison of DC 15, doing 1 primary + 1 secondary Con damage.

Stench (ex): A giant bacillus swarm produces an overpowering smell of sulphur and rot. All creatures with a sense of smell within 30' of a swarm must make a Fort save (DC 19, Con-based) or be nauseated as long as they stay within that range, plus 1d4 rounds thereafter. Even those that make their save are sickened as long as they stay within range.

Immune to weapon damage (ex): As swarms of fine creatures, giant bacillus swarms cannot be damaged with weapons.

Ooze traits (ex): As oozes, giant bacilli are mindless; blind; immune to poison (except for fungus-based poisons as above), sleep effects, paralysis, polymorph, and stunning; and immune to critical hits and flanking.

Swarm traits (ex): As swarms, giant bacillus swarms are: destroyed at 0 HP; immune to tripping, grappling, and bull rushes; unable to grapple; immune to spells targeting a specific number of creatures (including single-target spells); and susceptible to high winds as Fine creatures. They take an extra 50% damage from spells or other attacks that affect an area.

-=-=-=-

Plot hook:
The characters, investigating a dangerous cult, need to interrogate the highest-level cult member in custody, who is being held in the dungeons of a neighboring kingdom. But when they arrive at the palace, they learn something disturbing--nobody has come out of the dungeon in days. When a set of guards failed to appear after their shift, more were sent to investigate...and they didn't come back, either.

If the characters go down, they find a massive infestation of giant bacilli. They also find a handful of trapped survivors, including the prisoner they're looking for--who, in bargaining for his rescue, doesn't mention that he's had a run-in with a swarm already, and has been feeling a bit off for over a day...

The Demented One
2007-05-05, 12:24 PM
Soil Keeper
Large Elemental (Earth)
Hit Dice: 14d8+84 (147 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 18 (-1 size, -1 Dex, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +10/+22
Attack: Slam +17 melee (1d6+8)
Full Attack: 2 Slams +17 melee (1d6+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Death throes, spell-like abilities
Special Qualities: Darkvision 60 ft., body of earth, earth glide, elemental traits, woodland mastery
Saves: Fort +9, Ref +4, Will +4
Abilities: Str 26, Dex 8, Con 20, Int 6, Wis 14, Cha 10
Skills: Knowledge (Nature) +5, Listen +7, Spot +7
Feats: Power Attack, Improved Bull Rush, Improved Overrun, Improved Initiative, Improved Toughness (http://realmshelps.dandello.net/cgi-bin/feats.pl?Improved_Toughness,CW)
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always True Neutral
Advancement: 15-17 HD (Large), 18-26 HD (Huge)
Level Adjustment:

Soil Keepers are elementals born of the fertile earth. Exceedingly rare, they are dormant for most of the year, sleeping beneath the earth. But when Winter ends and Spring begins, they awaken from their hibernation, and use their elemental powers to nourish and sustain the newly budding plant life. The very body of a Soil Keeper is made of supernaturally fertile soil, and when a Soil Keeper is wounded, it only strengthens the surrounding plant life. For this reason, Soil Keepers have no fear of death, and will sometimes even wound themselves to strengthen the earth around them. Soil Keepers look like large, vaguely humanoid-shaped piles of dirt, typically standing around 16 ft. high and weighing in at around two tons.

Combat
A Soil Keeper will typically open combat by using entangle, plant growth, or spike growth to impede its foes’ movement, without hampering its own. It will then charge into melee, focusing on what it perceives to be the greatest threat. Once a Soil Keeper has engaged in melee with a creature, it will typically not break away unless it perceives a much greater threat. Soil Keepers rarely retreat, and only do so if drastically outnumbered by much stronger foes.

Death Throes (Ex)
When killed, a Soil Keeper explodes in a nova of soil. All creatures within 30 ft. of it take 5d4 points of bludgeoning, with a DC 22 Reflex save for half. In addition, a tree grows from the space where the Soil Keeper died, growing to full size in a matter of seconds. All creatures that were in the Soil Keeper’s space are pushed back 1d4 squares by the tree’s rapid growth. The save is Constitution based.

Spell-Like Abilities
At will–3/day–entangle (DC 13), goodberry, speak with plants; 1/day–command plants (DC 16), plant growth, spike growth (DC 15). Caster level 7th. Saves are Wisdom-based.

Body of Earth (Sp)
A Soil Keeper’s body is formed from earth and dirt of almost supernatural fertility. Whenever a Soil Keeper is damaged, some of this dirt is separated from its body and falls to the ground, causing any plant life to become vibrant and healthy. In addition, if a soil keeper is dealt 35 or more points of damage by one attack or effect, then so much soil is spilled that either all plants within a 100 ft. radius circle of the Keeper are affected as by the overgrowth function of the plant growth spell, or all plants within a one half-mile radius circle of the Soil Keeper are affected as by the enrichment function of the plant growth spell.

Earth Glide (Ex)
A Soil Keeper can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing Soil Keeper flings it back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.

Woodland Mastery (Su)
A Soil Keeper may move through any sort of undergrowth (such as thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Even magically manipulated undergrowth does not affect.

Plot Hooks
A Soil Keeper has invaded a city, and is attempting to transform it into a forest. The PC’s are called upon to drive away the elemental before the entire city is overgrown.

The tree of a dead Soil Keeper has been cut down, and now the elemental’s angry ghost has appeared to take revenge on whoever committed the act. The unfortunate logger who felled the tree calls upon the PCs for help in driving away this supernatural threat.

The Gilded Duke
2007-05-10, 01:40 PM
The Mandrake Oak

http://img503.imageshack.us/img503/9039/mandrakeoakfq5.jpg (http://imageshack.us)

Huge Plant
Hit Dice:10d8+50 (90)
Initiative:-1
Speed: 40 Feet*
Armor Class: 20 (-2 size, -1 dex, +13 natural), touch 7, flat-footed 20
Base Attack/Grapple:+7, +28
Attack: Slam +12 melee (3d6+9)
Full Attack: Slam +12 melee (3d6+9), Slam +7 melee (3d6+9)
Space/Reach:15 ft/15 ft
Special Attacks: Double damage against objects, Essence Constriction, psi-like abilities, spell-like abilities, Expert Grappler
Special Qualities: Damage Reduction 10/slashing, low-light vision, plant traits,
vulnerability to fire, Fertility, Dead Man's Birth, Movement Limitation*
Saves: Fort +12, Ref +2, Will +4
Abilities: Str 29, Dex 8, Con 21, Int 12, Wis 12, Cha 18
Skills: Concentration 18 Ranks, Spot 14 Ranks, Listen 9 Ranks
Feats:Improved Grapple, Ability Focus (Essence Constriction), Improved Natural Attack
Environment: Temperate Forests, Battlefields, Graveyards
Organization: Solitary
Challenge Rating: 13
Treasure: Twice Standard
Alignment: Neutral Evil
Advancement:11-16 HD (Huge); 17-21 HD (Gargantuan)
Level Adjustment:--

As you approached the clearing, you first smell an odd sweet mixture of musk, blood and death. In the center is a tall and twisted oak, corpses strewn across its bows, rotting in the afternoon sun. They rot without smell. Many of the wounds seem self inflicted, some of them look as if they have drowned amoungst the leaves. All of the corpses though have become entangled by the branches of the centre oak. Almost all of them were men.

Description

Mandrake Oaks look remarkably similar to a normal oak, except usually not reaching the same size. Instead of growing straight, branches reaching out to catch the sun, the branches instead seem twisted, as if the plant is constantly struggling against unseen vines. The Bark peels off as if the plant is sick, but in such a way to leave sharp and scraping edges all over the plant. After the Mandrake Oak kills or incapacitates it's prey it draws the body into its limbs, which wrap arround the body and begin to suck all fluid from it. If cut, the Mandrake Oak exudes a pungent smelling mixture of blood and sap. All of the leaves seem to have a reddish tint, as if fall was constantly near.

Ecology

It is thought that the first Mandrake Oak sprouted from the curses of a dying man. A prisoner who had committed no crime was hung for the murder of a pregnant woman he never met. His hanging did not go smoothly, his neck did not break on the initial fall. Fed by his blood, sweat and dying curses a small acorn grew into something horrible.

Mandrake Oaks feed off of the fluids of creatures that venture too close. They have no need for the flesh, but through drinking they both quench their thurst and gain sustinance. The scents the plant produces cause unusual and varied reactions amoung its victims, many try to kill themselves, or simply become unable to breath because of the plant's aroma.

If any venture to close to the mandrake root, it crushes them alive trying to squeeze the blood out of them. Reguardless of the exact method of death, the Mandrake Oak somehow calls the bodies closer to it, enfolding them in its grasp. The leaves of the Oak wrap around open wounds and drink deep.

Why the Mandrake Oak seems to have an effect on fertility is unknown. Some stories suggest that even the undead become fertile after an encounter with a Mandrake Oak. This apparent blessing of the plant seems to also be a means of reproduction.

The Mandrake Oak never creates or drops acorns. Some of the children that are born to mothers who have encountered it are found to have acorns growing inside of them. Over time the Acorn becomes a full mandrake root.. and sometimes it sprouts into a new tree.

This only seems to happen upon the death of its host.

It is unknown wether completley new Mandrake Oaks are created by new hangings, or if the plants somehow reproduce through execution as well. Many executioners have as a precaution taken to burning any new trees that sprout near their nooses.

Mandrake Oaks do not stay in one place, but are rarely if ever seen to move. Some scholars suggest that they are capable of teleporting to places of death, while others suggest that instead the Mandrake Oak only moves very rarely.

It always seems to arrive at places of death, with plenty of juicy bodies.

Description/background/characteristics

Combat

Pre-Combat Preperations: The Mandrake Oak usually batters the ground around it, making it treacherous and difficult for attackers to approach through. Assume that every space within the reach of the Mandrake Oak is difficult terrain, and any plants within this reach have been crushed to death.

Combat Against a Single Male: The Mandrake Oak will pretend to be a harmless.. although oddly situatated plant. It will not move. The Mandrake Oak will silently manifest attraction on the Single Male trying to get him to approach. Once within reach the Oak will grapple him and use Essence Constriction until the target is dead.

Combat Against a Single Female: The Mandrake Oak will pretend to be a harmless normal plant. It will not move. It will not manifest any powers. After the female has entered its fertility range, it will them silently manifest Aversion to get the single Female to leave.

Combat Against a mixed Group:
Before combat begins the Mandrake Oak will try not to be noticed by female party members through manifesting Cloud Mind. During Combat it will attempt to restrain them using Ectoplasmic Cocoon.

Against melee combatants it will attempt to use Death Urge to get them to kill themselves. Against non-melee combatants it will either try to kill them using Crisis of Breath, or use Telekenetic Force to move it into grapple range.

After all hostiles have been incapacitated it will use Telekenetic Force to move them into its reach and then Essence Constrict them.


Special Attacks:

Psi Like Abilities: At Will: Attraction (10th DC 15 Will), Aversion (10th DC 15 Will), Cloud Mind (10th DC 16 Will), Telekenetic Force (10th DC 17 Will), Recall Agony (DC 17 Will Half 4d6)

3 times a Day: Crisis of Breath (10th, DC 18 Will/Fort) Death Urge (Will DC 17), Ectoplasmic Cocoon (10th, DC 17 Ref), Body Adjustment (2d12)

Spell Like Abilities: At Will: Black Karma Curse (DC 17) (PG2)

3 times a day: Lastei's Caress (BED) (Modified, can work on Good and Neutral Creatures as well as Evil, Level 10)

Expert Grappler: The Mandrake Oak does not take penalties from grappling, and can grapple two creatures at once.

Double Damage Against Objects:
The Mandrake Oak does double damage against objects.

Essence Constriction:(Su)
During a Grapple, with a successful grapple check with a creature up to one size larger then itself a Mandrake Oak deals damage equal to its slam damage value plus 1 1/2 times its Strength bonus. The Mandrake Oak also causes one point of constitution drain, and gains five temperary hit points.

Upon a successful Essence Constriction the target must make a will save (dc 16), or loose one of it's psionic feats, as chosen by the Mandrake Oak for ten minutes. During this time the target does not have the psionic feat, but the Mandrake Oak does, and can use it if it is otherwise qualified.

Special Qualities:

Fertility(su): Any female within 100 feet of the Mandrake Oak becomes unusually fertile for the next three months. This even allows even the undead to conceive and give birth. If a woman effected by Fertility has an aquired template that would normally prevent conception and pregnancy, such as most undead templates, then this template is not passed on to the child. Other templates may be passed on. Halfway through pregnancy the mother must make a fortitude save DC (), or the child becomes effected by the Mandrake Oak's Astral Seed power if the Mandrake Oak is still alive. The Astral Ectoplasm takes on the form of a small oak seed inside the child, too small to cause any physical problem. The Mandrake Oak can have Astral Seeds in multiple children.

Should the Mandrake Oak be destroyed while its Astral Seed is contained within a child (born or not), its soul is immediatly transfered to a random Astral Seed. If the Seeded child selected is not yet born, the mother can make an additional fortitude save DC (). If successful the child miscaries and the Mandrake Oak permanantly dies, only able to be restored by Reality Revision, Wish, or True Ressurection. If failed the mother is instead the host for the Mandrake Oak seed. If the mother is undead she automatically succeeds on the fortitude save.

If the Mandrake Oak's soul is successfully transfered to the Astral Seed the spell functions as normally, except: While functioning as an Astral Construct of the Mandrake Oak's level, the Astral Seed does not have a move speed, and cannot make physical attacks. Instead of retaining it's power point pool it instead still has access to all it's spell-like and psi-like abilities it has while alive. In addition, it has a constant Sense Link Forced (sight), and Sense Link Forced (Smell) on the target. While in Astral Seed form the Mandrake Oak has a single virtual level loss. Instead of thirty days until it's soul dissipates, the Mandrake Oak has until the next Equinox (Or other twice yearly Astronomical event).

It takes 10 days for the Mandrake Oak to change the Astral Seed into a new body. During this time it transorms itself into a mandrake root. It can be removed in those 10 days with a successful DC 30 heal check. If not removed during those ten days, the host dies. If the mandrake root body is burned, the Mandrake Oak is permanantly destroyed, only able to be restored with Wish, Reality Revision, or True Ressurection.

After ten days have past the Mandrake Oak attempts to grow back to its former size. This takes an entire month, during which time the Mandrake Oak resembles a normal, although fast growing Oak Tree. It has access to it's Psi-Like and Spell-Like abilities but no other abilities or attacks.

Dead Man's Birth (Su): Should any male creature that the Mandrake Oak has seeded be killed through hanging, the Astral Seed will go through the same process of regrowing a body, but instead create a new Mandrake Oak.

Movement Limitation: Mandrake Oaks only have a movement speed on the Equinox (or other twice yearly astronomical event).

=-=-=-=-=-=-
Plot Hook:
After a battle between two armies, an unusual tree has appeared just outside one of the camps. At night soldiers have been dissapearing, only to be found in the morning impaled and broken upon the trees branches. Is their a traitor in the camp? Is a cult making a cruel example of the PC's allies?

Plot Hook:
The Lich gives birth.

Fax Celestis
2007-05-11, 07:29 PM
http://ic1.deviantart.com/fs5/i/2005/011/6/f/TotL__Stream_by_fax_celestis.jpg

Muliwai
Huge Ooze (Water)
HP 105 (10d10+50)
Speed 30 ft. (6 squares); swim 60'
Init: +7
AC 17; touch 11; flat-footed 15
tab(-2 Size, +3 Dex, +6 Natural)
BAB +7; Grp +23
Attack Slam +15 melee (3d6+12)
Full-Attack Slam +15 melee (3d6+12)
Space 15 ft.; Reach 15 ft.
Special Attacks Engulf, Constrict
Special Qualities Ooze traits, Water traits, Blindsight 50', Spell Resistance 23, DR 10/Bludgeoning and Magic, Amorphous Form, Conductive Touch, Nurturing Drink, Hive Mind
Saves Fort +8, Ref +6, Will +9
Abilities Str 27, Dex 16, Con 20, Int 1, Wis 22, Cha 8
Skills Disguise -1*, Hide +8*, Move Silently +8
Feats Improved Initiative1, Improved Grapple3, Awesome Blow6, Improved Natural Attack (Slam)9
Environment Any aquatic
Organization Solitary, or with 1-30 muliwai bound
Challenge Rating 10
Treasure Double standard, nonmetallic objects only
Alignment TN
Advancement As ooze: 11-16 (Huge); 17-24 (Gargantuan)
Level Adjustment --

*Muliwai receive a +16 racial bonus to Disguise and Hide checks while entirely within an existing body of water.

A glistening river stretches before you, and deer and other wildlife drink from it. As you train your bow on one of the larger deer, the water itself ripples and rises up, crashing towards you in a menacing wave. You get the feeling that it's protecting its flock.

Muliwai are protectors of flocks of creatures from all species. They see creation as their ward to protect, and will attempt to "rescue" as many creatures as possible--from the outside world, or from themselves.

Muliwai generally reside within existing bodies of water, melding seamlessly with it to become almost perfectly unnoticeable. Outside of water, muliwai appear as gigantic amorphous blobs of water, utterly faceless and surprisingly agile for their size.

Muliwai begin as true neutral (as noted in the description above), but most change alignments slightly once they attain higher intelligence. Muliwai generally gravitate towards NG, though exceptions do become NE, CN, or even more extreme alignments.

Particularly intelligent and inventive muliwai have been discovered who bond with formian queens or other creatures who enjoy a hive mind, thereby expanding their holding exponentially without actually needing to sustain more than one creature.

Engulf (Ex): As a standard action, a muliwai can flow over large or smaller creatures, entrapping them within its liquid form. The muliwai simply moves into the opponent's space; any creature whose space it completely covers is subject to the engulf attack. The muliwai cannot make a slam attack during a round in which it engulfs. It can engulf as many creatures as fit in its space.

Opponents can make attacks of opportunity against the muliwai, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on DC 20 Reflex saves or be engulfed; on a success, a creature moves aside or back (opponent's choice) to move out of the muliwai's path. The save DC is Constitution based.

Engulfed creatures are considered to be grappled within the muliwai's body, and they are subject to its Constrict attack. Engulfed creatures that breathe air might drown.

Constrict (Ex): A muliwai deals 3d6+12 points of damage with a successful grapple check against a Large or smaller creatures. Because a muliwai engulfs those it grapples, a creatures in a muliwai's grasp cannot cast spells with verbal components or speak, and may drown.

Amorphous Form (Ex): Muliwai, being made of water, are difficult to strike meaningfully. Piercing, slashing, and ranged weapons used against a muliwai roll 2d20 when making attack rolls and use the die with the lower result.

Further, any spell or effect that allows a Reflex save for half damage has a 50% chance of not affecting the muliwai at all.

Spells with the (Fire) subtype that affect the muliwai erupt from the muliwai in a burst of steam, dealing 1d4 points of fire damage for each of the spell's caster levels to all creatures within 10' of the muliwai (excluding the muliwai itself). After such a burst of steam, a muliwai is considered to have partial concealment for 2 rounds while the steam dissipates.

Lastly, a muliwai (though normally in the form of a stream or lake) is capable of moving through any porous surface or through a crack as narrow as a hair. Squeezing in this manner takes double the normal movement for the muliwai. If a muliwai ends its turn entirely within an object, opponents do not have line of sight or effect to it. Its reach drops to 0 feet. Any creatures engulfed by a muliwai when it moves completely through an object are deposited outside the object as near the muliwai's entrance point as possible. If only part of the muliwai is in an object, but its remaining space cannot hold all the creatures within it, the muliwai chooses which ones to release.

Conductive Touch (Ex): If a muliwai is the subject of an electrical attack, it becomes "charged" with electrical energy. A muliwai adds half of the electrical damage it sustained in the previous round to its attacks this round.

Nurturing Drink (Ex): Muliwai grant those who drink from them a few benefits. A creature must drink from the muliwai on three successive days to be considered bonded with the muliwai.

A creature bonded to a muliwai gains the muliwai-bound template. Bonded creatures also have a telepathic bond with the muliwai, and form a simple hive-mind. A muliwai can see through bonded creatures' eyes and is totally aware of everything the bonded creatures are aware of. Creatures bonded to a muliwai are considered to be dominated by it, as the spell, except that the bond cannot be broken except through withdrawal and no commands seem unreasonable to those bonded.

A muliwai gains an inherent bonus to its intelligence score for each bonded creature, to a maximum of double the intelligence score of the most intelligent creature bonded to the muliwai.

A muliwai can command a bonded creature or a group of bonded creatures as a swift action.

A muliwai can sustain a number of creatures equal to three times its HD without issue. For each additional creature it sustains, it gains a temporary negative level. This negative level remains until it is sustaining its normal maximum or less.

Creatures who are bonded to a muliwai but do not drink from it for three days go through horrible withdrawals, receiving a -6 penalty to all ability scores on the 3rd day. A successful Fortitude save versus DC 20 on each following day (that is, at the start of the fourth, fifth, sixth, etc) reduces the penalty by one, but no other method can remove it short of a wish or miracle spell. While this penalty is in place, the creature is still considered under the muliwai's thrall and is still part of the hive mind. If the muliwai is dead, the creature is effectively mindless and does nothing. Once the penalty has dissipated, the creature is no longer bound to the muliwai and is no longer affected by this ability.

Hive Mind (Ex): Muliwai and their thralls create a simple hive mind. Any of the muliwai's bonded creatures that are within a mile of it are in constant communication with the muliwai and each other. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. Neither the muliwai nor any of its thralls are considered flanked unless all of them are.

Muliwai-Bound Template
Muliwai-bound is an acquired template that can be applied to any living creature that requires water for sustenance. The base creature remains the same except as follows:

Ability Scores
Increase all ability scores by +2.

Special Qualities
Dominated (Ex): Muliwai-bound are nonmagically dominated by the muliwai and can be commanded by the muliwai (individually or as a group) as a swift action. In addition, a muliwai-bound finds no command unreasonable, and will even go to its death if commanded.

Hive Mind (Ex): Muliwai-bound create a simple hive mind with their parent muliwai. Any of the muliwai's bonded creatures that are within a mile of it are in constant communication with the muliwai and each other. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. Neither the muliwai nor any of its thralls are considered flanked unless all of them are.

Immunity To Mind-Affecting Effects (Ex): Due to their mental domination by a muliwai, muliwai-bound are immune to other mind-affecting effects.

Dependency: Creatures who are bonded to a muliwai but do not drink from it for three days go through horrible withdrawals, receiving a -6 penalty to all attributes on the 3rd day. A successful Fortitude save versus DC 20 on each following day (that is, at the start of the fourth, fifth, sixth, etc) reduces the penalty by one, but no other method can remove it short of a wish or miracle spell. While this penalty is in place, the creature is still considered under the muliwai's thrall and is still part of the hive mind. If the muliwai is dead, the creature is effectively mindless and does nothing. Once the penalty has dissipated, the creature is no longer bound to the muliwai and is no longer affected by this ability.

CR: +1

Knight9910
2007-05-13, 04:03 AM
Geliefd (Lover Spirit)

Large Aberration (Shapechanger)
Hit Dice: 12d8+36 (90 hp)
Initiative: +5
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 20 (-1 size +1 dexterity +10 natural), touch 10, flat-footed 19
Base Attack/Grapple: +9/19*
Attack: Bite (+10 melee; 1d6+2 plus charisma drain)
Full Attack: 2 Bites (+10 melee; 1d6+2 plus charisma drain) and 2 claws (+10 melee; 1d6+1)
Space/Reach: 10 ft/10 ft
Special Attacks: Charisma drain, improved grab, spell-like abilities
Special Qualities: Damage reduction 10/magic, darkvision 60', despair, embodiment of desires, telepathy 100'
Saves: Fort +7, Ref +5, Will +10
Abilities: Str 14, Dex 12, Con 16, Int 10, Wis 14, Cha 26
Skills: Bluff +11; Diplomacy +18; Listen +11; Sense Motive +7; Spot +11
Feats: Multiattack, Persuasive, Improved Intiative, Alertness, Improved Multiattack
Environment: Any
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic evil
Advancement: --
Level Adjustment: --

The geliefd is an odd spirit that feeds on the passion of a lover. Once it has picked out its target it uses its shapechanging abilities to become an exact replica of everything that the target most desires in a lover. It then slowly urges the target into phsyical intimacy, for it must remain in its altered state until that moment.

At the moment of first physical intimacy it instantly changes back into its natural form. This natural form appears as a solid black, featureless, vaguely humanoid shaped being suspended on four huge spidery legs that come from its back. Two tentacles ending in snapping jaws sprout from just below the legs.

A geliefd in its natural form can not speak, but uses telepathy, though it rarely has much to say. In its altered form it can speak, read, and write, any languages the target can speak, read, and write.

Combat
A geliefd rarely needs to fight. It becomes such a perfect representation of everything its target desires that most who discover its true nature still find themselves unable to harm it. It only attacks when it has resumed natural form and the potential victim is unaffected by its aura of despair.

In battle it slices at enemies with its sharp spidery legs and bites at them with its tentacle mouths. It will usually attempt to grapple them and drain their essence quickly. If faced with multiple foes it will usually attempt to take out its target, then escape.

Charisma Drain (Su)
If a geliefd hits with its bite attack it drains the essence of the enemy, draining 1d6 charisma. It gains 5 temporary hp for every point of charisma drained this way. If the enemy is reduced to 0 charisma, they die.

Despair (Su)
A geliefd in its normal form radiates a constant aura of despair, which it uses to stun potential victims, making them easy targets. At the mere sight of the geliefd, the viewer must succeed on a DC 24 will save or be paralyzed with fear for 1d4 rounds. Wether or not the save is successful, that creature can not again be affected by the same geliefd's despair ability for 24 hours. The save DC is Charisma based.

Embodiment of Desires (Su)
When the geliefd chooses a target it transforms into an exact replica of everything that the target desires in a lover, both mentally and physically. While transformed it is treated as if constantly under the affect of a non-detection spell. It also loses the use of all of its abilities except for its spell-like abilties, though it retains its own hit dice, BAB, etc. It is proficient with any natural weapons the changed form has. If none, it is proficient simple weapons.

The geliefd must retain this form until it and the target share their first moment of physical intimacy, at which point it retains its normal form.

Improved Grab (Ex)
To use this ability, a geliefd must hit a large or smaller enemy with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check it establishes a hold. *A geliefd has a +4 racial bonus to grapple.

Spell-Like Abilities
At will - detect thoughts (DC 20), ethereal jaunt, suggestion (DC 21). Caster Level 12th. Save DCs are Charisma based.

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Well, it's not fertility...but I think it should count. If not feel free to disqualify it. I still think it's a cool idea.

Corncracker
2007-05-14, 12:22 AM
I'm trying to pass this off as fitting by saying this creature fights for the life of the forest. Lets see if it pass's.

Savior of the Forest

Tiny Undead-Plant
Hit Dice: 1/3d12 (2)
Initiative: +0
Speed: 10ft (2 squars)
Armor Class: 12 (10 + 2 Size Modifer), touch 12, flat-footed 12
Base Attack/Grapple: +0/-10
Attack: Vine –0 (1d6 – 2 )
Full Attack: Vine – 1 (1d6 – 2)
Space/Reach: 5 ft
Special Attacks: Flare 1/min, Resistance 1/min, Faerie Fire 1/hour
Special Qualities: Undead Traits, Plant Traits, Venomous Vine, Feign Death, Immune to Turn Undead
Saves: Fort -, Ref +0, Will +4
Abilities: Str 6, Dex 10, Con -, Int 12, Wis 14, Cha 8
Skills: Survival 6, Hide 12, Move Silently 4
Feats: Weapon Finesse (Vine)
Environment: Forest
Organization: Crew (7-18)
Challenge Rating: 1/3
Treasure: Nill
Alignment: Neutral
Advancement: -
Level Adjustment: -
You walk through the woods and you notice a strange green light coming from the tree trunk. As you approach the trunk, you see several dead plants littered across the ground. As you examine the trunk the light came from, you notice it is an illusionary light. Though by the time you realize this, the harmless dead plants come to life and ambush you, tearing you down with their venomous vines.

Backround:
In many forests there is a magical plant called a Soul flower. They are generally found in patches of 7-18 flowers. They root into the ground. The Flower itself is a shaped like a disc, and roughly the size of a cat. Its color is green, though it is discernable bay an odd bump on the top of the flower. If one were to pull on it, you would find it is really a thin coiled 5 ft vine. The unique thing about this plant is the magical aura it has. It attunes to the soul of the Druids who defend their forests. When a druid dies within 100 feet of a patch of Soul flowers, its soul is taken in by their magical aura. The negative energy mix’s with the plants and kills them. However using the soul of the druid, the plants come back as undead with some of the druidic powers to defend the forest as the druid did in life. This is where the Soul flower gets its name, and how the Saviors of the Forest comes into being. Any druids soul who has been taken by these plants may not be resurrected until all the plants who took his soul are destroyed.

Spell-like Abilities: 1/minute Faerie Fire, Resistance; 1/hour Flare. Caster level 1st. Save DC's are Wisdom based.

Venomous Vine: The Vines of the Saviors of the Forest possess tiny barbs. While they barely leave a scratch, they are covered in a special poison. Unless any creature hit by the Savior of the Forests vine makes a Save (Fort DC 12) they are Fatigued for 2d12 hours.
Feign Death: The plant may act dead with no necessary check. Aside from a detect undead spell, unless you see the plant move it is impossible to tell it is an undead, and think it is just a dead plant.

Immune to Turn/Rebuke undead: The saviors of the forest are immune to the Turn/Rebuke undead ability. The magic aura of the Soul flower they came from remains around them, refusing to allow them to abandon their post, regardless of the holy energies that try to chase them away.

Combat: The Saviors of the forest generally have a plan to defend the forest they protect. They tend to buff themselves with their Resistance spell before implementing their attack. Usually they will use Faerie fire to lure an enemy into an ambush.


Plot Hook/Story if any
A lost treasure is said to be hidden in a forest temple. Years ago there were druids who guarded this temple, though years ago they had died. Many say that the souls of these dead druids still guard this forest, as no one has ever come out of it. No one knows the fate of these people, and it is rumored that the ghosts of the Druids kill all who enter their beloved forest.

OOTS_Rules.
2007-05-20, 04:05 PM
This is a bush, so I think it counts. If that is not a reason, then it is because it is created by Druids, mostly as forest protectors.


BURNING BUSH

http://t3.images.live.com/images/thumbnail.aspx?q=1154101547290&id=4acfe49bcfcfef9f5e402f7eeed8a0c9

Medium Plant
Hit Dice: 7d8+12 (On average, 40 HP)
Initiative: +5
Speed:20 ft (4 squares)
Armor Class: 17 (10 normal, +5 natural, +1 dex), touch 11, flat-footed 16
Base Attack/Grapple: +2/+5
Attack: Burning Slam +7 (5d4+5 + 5d4+5 fire damage)
Full Attack: 2 Burning Slams +7 each (5d4+5 + 5d4+5 fire damage times 2) and a Flaming Bite +7 (2d4+5 + 2d4+5 fire damage)
Space/Reach: 4 squares /1 square
Special Attacks: None
Special Qualities: Burning Body (When a succesful grapple attempt is completed by a Burning Bush, you suffer 10d4 points of fire damage), Flaming Touch (After a succesful attack or grapple from a Burning Bush, you may be alight with powerful flames. 3d4 points of fire damage are dealt until you can put the flames out), Drudic Influence (Casts spells as a 3rd-level druid, spells are considered spell-like abilities), Heat Metal (May cause metal items within 5 feet of the Burning Bush to be heated, see Heat Metal's spell info.
Saves: Fort +10, Ref +0, Will +0
Abilities: Str 20, Dex 20, Con 20, Int 3, Wis 3, Cha 3
Skills: None
Feats: None
Environment: Forests
Organization: Solitary, Group (2-6), Task Force (8-15)
Challenge Rating: 7
Treasure: One eighth of standard treasure drops.
Alignment: Always Any Neutral
Advancement: None
Level Adjustment: None

Description/background/characteristics

A shrub stands in your path. It is aight with bright, red flames that char its black, burnt skin. The bush's leaves are no longer green, but instead a sickly brown. Its bright yellow eyes make you feel like your soul is being stared into, and a terrifying moan emerges from its mouth, which radiates the heat of the fires of Hell.

This is a tree that has been made into a guardian by a druid. Lawful druids use these as law enforcers to donate to big cities that are nearby the forests. Good and True Neutral druids use these as protecters of their forest. Evil druids corrupt these beings to kill their enemies. Chaotic druids use them for their own, spontaneous puproses. They are peaceful if left alone, but if sent to attack or are disturbed, they become agressive, tenacious, and territorial.

Combat

These creatures, if found in groups, first concentrate on setting everybody on fire first. With their opponents disabled, bodies burning and weapons heated, they proceed to attack with their slams and bite.

The Vorpal Tribble
2007-05-21, 07:10 AM
This month's contest has come to a close. A voting thread has been posted here (http://www.giantitp.com/forums/showthread.php?t=44877).

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Note
OOTS_Rules' entry has been disqualified for not meeting the theme though will be allowed in next month's contest.