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    Bugbear in the Playground
    Sir Shadow's Avatar

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    Jul 2007
    Hell, FL

    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    OK, finally got some stuff...

    Swamp Dryad

    Swamp Dryad

    Size/Type: Medium Fey
    Hit Dice: 4d6 (14 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), 10 ft. fly (perfect)
    Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
    Base Attack/Grapple: +2/+2
    Attack: Vine (Tentacle) +6 melee (1d4, +3 Acid)
    Full Attack: 6 Vines (Tentacles) +6 melee (1d4, +3 Acid)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-like abilities, Nauseating Touch
    Special Qualities: Damage reduction 5/cold iron, Acid Resistance 10, tree dependent, wild empathy
    Saves: Fort +3, Ref 10, Will +6
    Abilities: Str 12, Dex 18, Con 14, Int 14, Wis 15, Cha 18
    Skills: Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (nature) +11, Listen +9, Move Silently +11, Ride +7, Spot +9, Survival +11,
    Feats: Great Fortitude, Weapon Finesse,
    Environment: Any Swamp
    Organization: Rarely solitary, usually in groves (4-9)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually chaotic nuetral
    Advancement: By character class
    Level Adjustment: -

    The past few days in these swamps have made you wary, so you round the tree, sword drawn. However, instead of attacking you, the four creatures you see sit in mid air staring. A few awkward moments pass before you realize these aren’t another group of nasty swamp creatures ready to strangle the life out of you. Finally tiring of your presence, the four swamp dryads slowly float down into the roots of several large trees and disappear. You don’t argue with their rude behavior; you’re just happy they’re not hostile!

    Swamp Dryads have soft green skin very much like that of vines. Their hair is thin and full of leaves, usually long. Often, they are mistaken for nymphs. But one major thing distinct them from their water sisters, flight. Although they lack any appendages used for flight, Swamp Dryads are capable of gently floating through the air by will alone, wafting like leaves caught in a breeze. Leafy vines wrap around them, giving them a hint of modesty as well as potent natural weapons.

    Swamp Dryads speak Common, Orcish, and Sylvan.

    Unlike their forest dwelling sisters, Swamp Dryads are very often found in the high boughs of Cyprus trees giggling and having a good time. Living in the swamps away from outside influence has caused them to drop their guard, and outsiders are rarely seen. But this should not lead you to think they are to be taken lightly. Where there is one, there are often many, and what they lack in pure power, they easily make up for in numbers. If threatened, or in need of an ally, a dryad uses charm person or suggestion, attempting to gain control of the attacker(s) who could help the most against the rest. Any attack on her tree, however, provokes the dryad into a frenzied defense using the vines around them as flailing weapons.

    Nauseating Touch
    As a standard action, a Swamp Dryad may make a touch attack to nauseate a creature within 30 feet with a look. If the touch attack hits, the target creature must succeed on a DC 18 Fortitude save or be nauseated for 2d4 rounds. The save DC is Charisma-based. A character that succesfully saves against this effect is immune from that Swamp Dryad's Nauseating Touch for the rest of the day.

    Spell-Like Abilities
    At will—entangle (DC 13), speak with plants, tree shape; 3/day— charm person (DC 13), deep slumber (DC 15), swamp stride (tree stride); 1/day—suggestion (DC 15). Caster level 6th. The save DCs are Wisdom-based.

    Tree Dependent (Su)
    Each dryad is mystically bound to a single, enormous Cyprus tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s cyprus does not radiate magic.

    Wild Empathy (Ex)
    This power works like the druid’s wild empathy class feature, except that the dryad has a +6 racial bonus on the check.

    Fey Traits:

    • Low-light vision.
    • Proficient with all simple weapons and any weapons mentioned in its entry.
    • Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Fey not indicated as wearing armor are not proficient with armor. Fey are proficient with shields if they are proficient with any form of armor.
    • Fey eat, sleep, and breathe.

    Weeping Treant

    Weeping Treant

    Size/Type: Huge Plant
    Hit Dice: 7d8+35 (66 hp)
    Initiative: -1
    Speed: 30 ft. (6 squares)
    Armor Class: 20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20
    Base Attack/Grapple: +5/+22
    Attack: Slam +13 melee (2d6+10)
    Full Attack: 2 slams +13 melee (2d6+10)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Animate trees, control ooze, double damage against objects, trample 2d6+13
    Special Qualities: Damage reduction 10/slashing, weeping wound, low-light vision, plant traits, acid resistance 20
    Saves: Fort +10, Ref +1, Will +7
    Abilities: Str 30, Dex 8, Con 21, Int 8, Wis 16, Cha 16
    Skills: Diplomacy +5, Hide -9*, Intimidate +8, Knowledge (nature) +4, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground)
    Feats: Improved Sunder, Iron Will, Power Attack
    Environment: Swamps and Marshes
    Organization: Solitary
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Usually Nuetral Evil
    Advancement: 8-16 HD (Huge); 17-21 HD (Gargantuan)
    Level Adjustment: +8

    A Weeping Treant is a sad representation of its species. To all appearances it is the burnt husk of a willow tree. Deep veins of yellow or brown run across its trunk.

    A Weeping Treant is about 30 feet tall, with a "trunk" about 2 feet in diameter. It weighs about 4,500 pounds.

    Weeping Treants speak their own language, plus Common, Undercommon, and Sylvan.

    Weeping Treants prefer to watch potential foes carefully before attacking. They often summon nearby oozes to attack potential meals before charging suddenly from cover to trample their prey. If sorely pressed, they animate trees as reinforcements.

    Animate Trees (Sp)
    A Weeping Treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a Weeping Treant in all respects. Animated trees lose their ability to move if the Weeping Treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same resistance to acid as the Weeping Treant.

    Control Ooze (Sp)
    A Weeping Treant can control all creatures with the ooze type or subtype within 100 ft. at will. An ooze must have an intelligence score less than 3 for the Weeping Treant to control them.

    Double Damage against Objects (Ex)
    A Weeping Treant or animated tree that makes a full attack against an object or structure deals double damage.

    Trample (Ex)
    Reflex DC 22 half. The save DC is Strength-based.

    Weeping Wound (Ex)
    Each time a Weeping Treant is damaged by a slashing weapon, one Treant Tear seeps from the wound. The ooze has 2-4 HD (randomly rolled) and begins with only 1/3 of its full hit points. A Weeping Treant with 10 hp or lower cannot spawn more oozes until it returns to half its full hit points.

    Skills: *Weeping Treants have a +16 racial bonus on Hide checks made in forested areas.

    Plant Traits

    • Low-light vision.
    • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    • Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
    • Not subject to critical hits.
    • Proficient with its natural weapons only.
    • Proficient with no armor.
    • Plants breathe and eat, but do not sleep.

    Treant Tears

    Treant Tear

    Size/Type: Medium Ooze
    Hit Dice: 3d10+15 (31 hp)
    Initiative: -5
    Speed: 10 ft. (2 squares) 20 ft. swim (2 squares)
    Armor Class: 5 (-5 Dex), touch 5, flat-footed 5
    Base Attack/Grapple: +2/+3
    Attack: Slam +3 melee (1d6+1 plus 1d6 acid)
    Full Attack: Slam +3 melee (1d6+1 plus 1d6 acid)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Acid, constrict 1d6+1 plus 1d6 acid, improved grab
    Special Qualities: Blindsight 60 ft., immunity to cold and fire, split, ooze traits, transparent
    Saves: Fort +6, Ref -4, Will -4
    Abilities: Str 12, Dex 1, Con 21, Int Ø, Wis 1, Cha 1
    Skills: +9 Climb, +7 Swim
    Environment: Swamps and marshes (wherever a Weeping Treant would inhabit)
    Organization: Small Groups (3-5)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always neutral
    Advancement: 4-6 HD (Medium); 7-10 HD (Large); 11-15 HD (Huge)
    Level Adjustment: -

    A Treant Tear can grow to a diameter of up to 10 feet and a thickness of about 6 inches, although there have been occassions of ones seen twice that size.. A typical specimen weighs about 700 pounds. They are often found in groups around the tree that spawned them.


    A Treant Tear strikes like a snake, slamming opponents with its body. Treant tears usually stay around the tree that spawned them. They will usually lie in wait in the boughs of their tree until prey approaches, then they will drop down on their unsuspecting targets.

    Acid (Ex)
    A Treant Tear secretes a digestive acid that quickly dissolves organic material and metal, but not stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 16 Reflex save. A metal or wooden weapon that strikes a Treant Tear also dissolves immediately unless it succeeds on a DC 16 Reflex save. The save DCs are Constitution-based.

    The ooze’s acidic touch deals 16 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

    Constrict (Ex)
    A Treant Tear deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.

    Improved Grab (Ex)
    To use this ability, a Treant Tear must hit with its slam 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 and can constrict.

    Split (Ex)
    Slashing and piercing weapons deal no damage to a Treat Tear. Instead the creature splits into two identical oozes, each with half of the original’s current hit points (round down). An ooze with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

    Transparent (Ex)
    Due to its coloration, a Treant Tear is hard to identify, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a Treant Tear and walk into it are automatically hit with a melee attack for slam and acid damage.

    A Treant Tear has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. A Treant Tear has a +6 racial bonus on Swimb checks and can always choose to take 10 on a Swim check, even if threatened.

    Ooze Traits

    • Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    • Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
    • Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
    • Some oozes have the ability to deal acid damage to objects. In such a case, the amount of damage is equal to 10 + ½ ooze’s HD + ooze’s Con modifier per full round of contact.
    • Not subject to critical hits or flanking.
    • Proficient with its natural weapons only.
    • Proficient with no armor.
    • Oozes eat and breathe, but do not sleep.

    Last edited by Sir Shadow; 2008-02-21 at 11:19 AM.
    Half-elves are like slinkies.
    They're not really good for anything,
    but you can't help laughing when they fall down the stairs.