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    Hollow Haunter

    By chaoskomori of DeviantART

    Small Plant
    Hit Dice: 8d8 (36 hp)
    Initiative: +2
    Speed: 0 ft (immobile)
    Armor Class: 16 (+1 size, +2 Dex, +3 deflection), touch 16, flat-footed 14
    Base Attack/Grapple: +6/+11
    Attack: Vine +8 melee (1d3+1)
    Full Attack: Four vines +8 melee (1d3+1)
    Space/Reach: 5 ft/10 ft
    Special Attacks: constrict, death tricks-n-treats, knotting, repossession, vine web
    Special Qualities: blindsense 60 ft, blindsight 15 ft, damage reduction 5/bludgeoning and magic or slashing and magic, grip of death, plant traits, weakness to force
    Saves: Fort +6, Ref +4, Will +2
    Abilities Str 13, Dex 15, Con 10, Int 13, Wis 10, Cha 16
    Skills: Listen +4, Spot +4, Use Rope +15
    Feats: Tomb-Tainted Soul (B), Improved Grapple (B), Combat Expertise (1), Improved Trip (3), Improved Disarm (6)
    Environment: Any land
    Organization: Solitary or haunt (3-13)
    Challenge Rating: 4
    Treasure: Treats (see death tricks-n-treats ability)
    Alignment: Always Evil
    Advancement: 9-11 HD (Small), 12-17 HD (Medium), 18-26 HD (Large), 27+ HD (Huge)
    Level Adjustment: --

    Hollow haunters are creatures that live inside fields with certain kinds of plants. They’re ghostly essence merged with the plantlike matter to create a sapient entity capable of jumping from one plant in the field to another and protect its home from herbivores or to harass the creatures that pass through it. Patches of pumpkins and similar squashes are the most common plants for hollow haunters to live in. Hollow haunters usually only come out at night or during foggy days, but will also show up if their field is threatened.

    Hollow haunters are mostly tricky to beat rather than tough. They can change bodies quickly and leave you out in the field all tied up and alone, or slowly squeeze the life out of you. When a hollow haunter is encountered while someone is alone, the best idea is to not stick around or go get back-up. A whole haunt (a group) of hollow haunters should never be taken on unprepared.

    AC: A hollow haunter adds its Charisma modifier as a deflection bonus to its Armor Class, just like incorporeal creatures, due to its ghostly essence.

    Constrict (Ex): A hollow haunter deals 1d4+1 points of damage with a successful grapple check.

    Death tricks-n-treats (Su): When a hollow haunter reaches 0 hp, it is destroyed. It's ghostly essence hardens and corrupts the plant it was occupying when it died, darkening its colour. The hollow haunter can make one final attack with all of its vines (but not constrict) as an immediate action right before it dies, but it takes a -2 penalty on all of its attack rolls. When it dies, the plant bursts open, spraying all those within close reach (5 ft for a normal hollow haunter, +5 ft per size category above Medium) with its hardened plant matter, dealing 1d3 bludgeoning damage (1d4 if the hollow haunter was Medium, 1d6 if Large, 1d8 if Huge, 2d6 if Gargantuan, 3d6 if Colossal) to anyone within range.

    For a Small hollow haunter this hardened plant matter totals 1 lbs in weight, x8 for each size category above Small. Ingesting 1 lbs of a dead hollow haunter's plant forces a Fortitude save (DC 10 + half the hollow haunter's HD + hollow haunter's Charisma modifier; as it is due to the ghostly essence of the hollow haunter, not the plants' biological nature). If this save is failed, the target becomes nauseated. If the save is successful, the target gets a +1 alchemical bonus on melee attack rolls, Strength checks, Strength-based skill checks, Fortitude saves, Constitution checks and Constitution-based skill checks for 10 minutes.

    Grip of death: The hollow haunter’s ghostly essence gives an unearthly strength to its vines. It has a +4 bonus on grapple checks. This stacks with the bonus granted by Improved Grapple.

    Knotting (Ex): As a standard action or as part of a full attack, a hollow haunter can use one of its vines that is already grappling a creature to tie up the creature by making a Use Rope check. Once it has done this, the vine no longer lets go of a creature if the hollow haunter dies or uses its repossession ability. The creature must make a successful Strength or Escape Artist check with the DC set by the hollow haunter’s Use Rope check to break free. Until they break free they may suffer from the effects of suffocation (if the hollow haunter choosed to tie its vines around their throat). The soul of a victim that dies of suffocation is not allowed to pass on and instead becomes another hollow haunter 24 hours after its death.

    If a vine is grappling a creature, it can be chopped at to cut the creature loose and make the hollow haunter lose one of its vine attacks in its current body. A vine has AC 14 and 2 hp.

    Repossession (Su): As a move action, a hollow haunter may exit their current body and enter another viable one within 15 feet. They may only enter plant bodies appropriate for their size and they keep the amount of damage they had already taken.

    Senses: A hollow haunter has blindsight out to 15 feet and blindsense out to 60 feet. It can’t sense anything beyond this range.

    Skills: A hollow haunter has a +4 bonus on Listen and Spot checks and a bonus to Use Rope checks equal to half its HD.

    Vine web (Ex): By spending an hour exchanging bodies and lifting and tying vine strands here and there and all around, a hollow haunter can cover an area with a 15-foot radius in a web of vines that functions the same as the web spell, except it is nonmagical and lasts until destroyed. The strands of a vine web can be cut away, freeing up 5-by-5 feet of space per successful chop. A vine has AC 14 and 2 hp.

    Weaknesses: A hollow haunter has a weakness to force effects while possessing plants as a result of infusing its organic matter with its ghostly essence. Attacks and effects that deal force damage deal an additional 50% damage.


    There is some evidence that there are hollow haunters that live on other planes and can turn even the souls of elementals and outsiders into one of their own, rather than have them merge back into their plane. These hollow haunters have a subtype appropriate to the plane they live on (Air, Chaotic, Cold, Earth, Evil, Fire, Lawful or Water). Those with an alignment subtype pierce damage reduction of that alignment and require the opposing alignment to pierce through their damage reduction. For example, a hollow haunter living in Gehenna will have the Evil subtype and has damage reduction 5/bludgeoning and good or slashing and good. These hollow haunters have a CR of 1 higher than normal. There are no hollow haunters on any planes that are mildly or strongly Good-aligned.

    {table=head]Knowledge (arcana) DC|Result

    18|This creature is a hollow haunter, a plant possessed by an evil spirit. They usually come out at night. This result reveals all plant traits. (If also possessing at least 1 rank in Knowledge (religion), this reveals that they are weak to force effects.)

    23|Hollow haunters come into existence by those who are killed by its constricting vines turning into hollow haunters some time after their death. They can spin webs with their vines over time. (If also possessing at least 5 ranks in Knowledge (geography), you learn that there are many varieties that change depending on the environment - but only for the Material Plane.)

    28|They’re also known as ernbliadu wueldlaë in the Old Tongue oft used for magical classifications and naming conventions of supernatural creatures. The substances they leave after their death can be eaten to strengthen the body temporarily. (If also possessing at least 5 ranks in Knowledge (the planes), you learn that there are many varieties that exist on other planes - but not for the varieties on the Material Plane, unless you also possess 5 ranks in Knowledge (geography).)

    The foggy town of Greyslag has recently seen the disappearance of farmer Joe Kegbotcher’s two oldest sons and cousin. The housewives of the town gossip that the Kegbotchers’ pumpkin fields are frequented by tiny undead wolverines that prey upon their crops… and their men. Searching parties by the village people have no longer been sent out, for fear of meeting the same fate as the Kegbotchers.
    Last edited by Morph Bark; 2010-10-05 at 04:24 PM.
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