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    Lightbulb [Epic Creature] I know what was here, before they came from beyond the stars...

    Greensake



    Large Deathless (incorporeal)
    Hit Dice: 24d12+24 HD (180 hp)
    Initiative: +13
    Speed: 80 ft. (16 squares), climb 80 ft.
    Armor Class: 34 (+4 deflection, +5 dex, +16 insight, -1 size), touch 34, flat-footed 29; or 34 (+4 natural, +5 dex, +16 insight, -1 size), touch 30, flat-footed 29
    Base Attack/Grapple: +12/+12
    Attack: Touch +17 melee
    Full Attack: Touch +17 melee
    Space/Reach: 10 ft./20 ft.
    Special Attacks: Foxfire, lifebond, order to the land, spell-like abilities, sylvan shade
    Special Qualities: Deathless traits, greensight, fast healing 20, memories of trees, of the green
    Saves: Fort +8, Ref +13, Will +31
    Abilities: Str 27, Dex 20, Con -, Int 3, Wis 42, Cha 19
    Skills: Hide +52, Knowledge (nature) (auto-succeeds), Survival (auto-succeeds)
    Feats: Empower Spell-like Ability (nature's purity), Ghostly Grasp, Improved Initiative, Improved Toughness, Quicken Spell-like Ability (invoke the cerulean sign), Run, Track, Weapon Focus (touch)
    Epic Feats: Superior Initiative
    Environment: Any forest or swamp
    Organization: Solitary or Duo
    Challenge Rating: 21
    Treasure: None
    Alignment: Always neutral
    Advancement: 25-54 HD (Large), 56-79 HD (Huge), 80-105 HD (Gargantuan), 106+ HD (Colossal)
    Level Adjustment: -

    Though normally unseen, even in it's visible state a greensake appears as nothing more than a shifting pattern of forest shadow, though if one looks closely and are quick, they will see a pair of unblinking green eyes so dark as to almost be black. The shape of these eyes can be anything from human to reptilian to avian, though tend to adjust to the nearest being. To those that can observe the flow and ebb of life itself however the greensake seems to be an explosion of pulsing blue-green light, reaching out with a thousand shoot-like protuberances to caress it's surroundings and reaching into life itself.

    Greensakes are amongst the most ancient beings in existence. They existed before the first fish swam the oceans or the first beast walked the land. When all that existed were the plants, who though possessing no intelligence, no soul, nevertheless felt threatened. What this threat was they did not know, but there were even then inimical beings amongst them. Creatures that did not belong. The aboleths in the seas to the unnamed lurkers beneath their soil to the visits of Elder Evils themselves. The collective life force began to fluctuate and form patterns from a sense of awareness below even that of instinct; to hide themselves away from the notice of these creatures or to combat them. As such the greensakes were formed. They held no memories of the past, nor hope of the future. They were spirits of the present, to watch and wait, having no concern, yet built of the dread of the land. Even when man arose and cleared away huge tracts of land they did not blink an eye, even were they capable. Men were of the land, and did nothing more than could an infestation of insects, a mighty storm, or raging fire. Only when the land becomes corrupted by an order of life before, after or beyond that which should be, and threatens the fundamentals of life itself, do they finally move.

    Despite an intellect capable of reasoning they have no more understanding of wrong or right, love or hate, or even of self than a potted fern. They are the malice of the natural order against the unnatural. They are above, or more accurately, below, the capacity for moral or ethical thought. If one stands in their way and proves to be a threat it is destroyed. Not just killed, but eradicated.

    Greensakes do not speak, or even have a concept of language. All greensakes in the area are as one in mind and thought and aware of the other's intentions, even if they act independently.


    Combat
    Unless endangered personally or nature on a great scale a greensake does not fight. If seriously threatened however it tends to attempt to meld with it's foe and drain it of vitality and feed it back into the land.

    Foxfire (Su): Once per day a greensake may set the very land ablaze with a faintly glowing blue-green fire which spreads like radiant, sparkling gems through the night, though requires a DC 16 spot check to notice in daylight (creatures with Lifesense can see it without spot checks, which blazes like a forest fire). This radius, centered on the greensake, advances at 5 feet per round, gradually increasing in size, for as long as it concentrates, up to 1 round per HD. Any non-plant creature must succeed on a DC 34 reflex save each round or be covered over with the crawling sparks. If they fail their save they begin to feel an unexplainable agony that deals 6d6 points of damage each round (fortitude DC 34 halves) that cannot be healed by Fast Healing or Regeneration. This damage never reduces it's victim beyond 1 hit point, except for undead, and once to that point heals at 5 points per round.

    Creatures of an aberrant nature however (aberration type, abberant outsider such as an Elder Evil or Pseudonatural creature, or cleric of an unhuman god) do not heal, but instead once reduced to 1 hit point gain the Natural template (see below) and are rendered Exhausted. Undead are destroyed once reduced past 1 hit point.

    Greensight (Ex): A greensake is continuously aware of the land it occupies and any unnatural beings within it as the Commune With Nature, Detect Undead, and ~Detect Aberration spell.

    ~ From Lords of Madness (creatures of an aberrant nature mentioned in the Foxfire ability are affected as if they had the aberration type).

    Lifebond (Su): A greensake that makes a successful touch attack may completely enter a living being, be it plant or flesh. Size is not an issue, and the greensake has no control over the being it has entered. Each round however the greensake can choose to channel it's host's lifeforce into the ground, dealing 1d6 points of Constitution damage unless they succeed on a DC 34 fortitude save. The greensake can channel this energy into an Entangle spell with two points of damage, or a Plant Growth spell with four consecutive points of damage, as long as the host remains within the spell's standard range throughout.

    A greensake may also attempt to channel their host's lifeforce into a tree within 10 feet if they have 5 HD or more, which acts as an Awaken spell, though retains the host's mental scores. The body immediately dies and the soul is reincarnated within the plant, with no knowledge of it's former life. The host may attempt a DC 34 fortitude save to resist the spell, and are immune to this effect for 24 hours if they succeed on their save. The greensake is expelled from the body upon it's death.

    If a greensake enters an aberration it cannot use the abilities above, but the aberration must make a save each around or be affected as by the Nature's Purity spell, sustaining double the standard damage.

    An antilife shell or antiplant shell spell cast on the host ejects the greensake.

    Caster level of all spells are equal to the greensake's HD. Save DC's are Wisdom-based.

    Memories of Trees (Ex): A greensake automatically succeeds on all Knowledge (nature) and Survival checks, as well as Knowledge (history) checks regarding natural terrain.

    Of the Green (Ex): Spells that affect plant creatures may also be targeted upon a Greensake.

    Order to the Land (Su): A greensake can sacrifice it's fast healing for 1 minutes per 5 feet of land that is affected by negative energy (such as an Unhallowed locale), corrupted positive energy, or other aberrant conditions, to restore them to it's natural condition. If it is powered by a spell, a greensake must make an opposed check in addition, at a caster level equal to their HD.

    As well, those within 20 feet of a greensake affected by an unnatural disease or condition spread from an aberration, undead, or aberrant outsider (such as an Elder Evil) are healed as if by a Heal or Greater Restoration spell.

    Spell-like Abilities: Caster level 26th. Save DC's are Wisdom-based.
    At Will - *Evergreen, Fog Cloud, ~Invoke the Cerulean Sign, ~Nature's Purity, Transport Via Plants
    6/day - Banishment, Cure Critical Wounds, Darkness, Liveoak

    * From Frostburn
    ~ From Lords of Madness (aberrant outsiders, such as an Elder Evil or Pseudonatural creature, are affected by these spells as if they had the aberration type)


    Sylvan Shade (Su): Greensakes are naturally invisible as the spell. This ability is constant, allowing a greensake to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell. While in a natural setting they cannot be seen even with a True Seeing spell. Those that can see via Lifesense can view a Greensake, which illuminates an area to 2000 feet as broad sunlight. Those that view them in this fashion must succeed on a DC 34 will save each minute or be overwhelmed by the greensake's lifeforce and lose their Lifesense ability for an hour. Divination spells cast to detect a Greensake shows only the forest as a whole. Greensakes are immune to each other's Sylvan Shade.

    Even while visible they gain a +20 bonus to hide checks, and may use the Camouflage and Hide In Plain Sight abilities as a Ranger.


    -=-=-=-=-=-

    Natural
    When a Greensake has burned an aberrant being it's very nature is changed as it is consumed. It now finds itself attached to the natural realm on a primal level as it has become part of the order of the world. It is now a flesh and blood being, made of the stuff of the land like any common animal.


    Sample Natural Creature

    Natural Aboleth
    Huge Magical Beast (Aquatic)
    Hit Dice: 8d8+40 (76 hp)
    Initiative: +1
    Speed: 10 ft. (2 squares), swim 60 ft.
    Armor Class: 16 (–2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
    Base Attack/Grapple: +6/+22
    Attack: Tentacle +12 melee (1d6+8 plus slime)
    Full Attack: 4 tentacles +12 melee (1d6+8 plus slime)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Enslave, psionics
    Special Qualities: Aquatic subtype, darkvision 60 ft.
    Saves: Fort +7, Ref +3, Will +11
    Abilities: Str 26, Dex 12, Con 20, Int 11, Wis 19, Cha 19
    Skills: Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16, Swim +8
    Feats: Alertness, Combat Casting, Iron Will
    Environment: Underground
    Organization: Solitary, brood (2–4),or slaver brood (1d3+1 plus 7–12 skum)
    Challenge Rating: 5
    Treasure: Double standard
    Alignment: Usually lawful evil
    Advancement: 9–16 HD (Huge); 17–24 HD (Gargantuan)
    Level Adjustment: —

    The aboleth is a revolting fishlike amphibian found primarily in subterranean lakes and rivers. An aboleth has a pink belly. Four pulsating blueblack orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. An aboleth weighs about 6,500 pounds.

    Aboleths speak their own language, as well as Undercommon and Aquan.

    Combat
    An aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers.

    Enslave (Su): Three times per day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 16 Will save or be affected as though by a dominate person spell (caster level 16th). An enslaved creature obeys the aboleth’s telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. The save DC is Charisma-based.

    Psionics (Sp): Effective caster level 16th. The save DCs are Charisma-based.
    At will - hypnotic pattern (DC 13), illusory wall (DC 15), mirage arcana (DC 16), persistent image (DC 16), programmed image (DC 17), project image (DC 17), veil (DC 18).

    Skills: An aboleth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    -=-=-=-=-

    Creating a Natural

    "Natural" is an acquired template that can be added to any aberration, aberrant outsiders (as mentioned in the Greensake entry), or worshipper of an unhuman god, hereafter referred to as the base creature.

    A Natural creature uses all the base creature's statistics and special abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points.

    Size and Type: The base creature's type changes to magical beast and lose the extraplanar subtype if any. Size is unchanged.

    Special Abilities: A natural retains all qualities of the base creature, unless specified below, plus gains the following qualities.

    Bread and Breath: The natural creature now metabolizes naturally, breathing air or water, and must subsist only on standard fare, with roughly the same dietary needs as a human (ammounts varying according to size).

    Earthbound: A natural creature loses all inherent immunities to hazardous natural surroundings of their former homes, such as the Wild Magic trait. They still retain their immunities and resistances to energy and those granted by their subtype.

    Special Abilities: A natural creature retains all attacks of the base creature, unless specified below.

    Bound to Life: A natural creature loses all abilities dealing with necromancy or negative energy unless granted by class levels.

    Forced to Shape: A natural creature loses the Amorphous special quality and all natural shapechanging abilities if they possess it.

    Sane: A natural creature's thought processes are turned to a more common bent, and they can no longer be considered insane. They lose all natural abilities that produce fear, confusion, insanity or nausea, and lose any immunity to these, though gain a +4 bonus to their saves against them if they once possessed immunity. The DC of all their mind-affecting abilities are also decreased by -2. Lastly, they lose the ability to communicate telepathically with those of their fellows unless they can also communicate with other beings.

    Sanitized: A natural creature loses all natural abilities to spread disease, infect, or alter another being's form in any way. Not can they change a natural setting in any way. They also lose any supernatural poisons. Abilities gained from a class are not lost.

    Unwanted Purity: A natural creature with ranks in Cleric that worships an unhuman god or elder evil casts divine spells at -2 caster level and loses all Domain spells granted by their deity.

    Abilities: Adjust from the base creature as follows: Int -4 (minimum 3. An aberration with an intelligence score of 2 or less is unchanged), Wis +2, Cha +2. The stats of non-abberant worshipers of unhuman gods are unchanged.
    Challenge Rating: Same as the base creature -1 (an additional -1 for every three abilities and/or qualities lost from this template).
    Last edited by The Vorpal Tribble; 2010-03-15 at 01:54 PM.

  2. - Top - End - #2
    Orc in the Playground
     
    SamuraiGuy

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    Default Re: [Epic Creature] I know what was here, before they came from beyond the stars...

    Wow, that's pretty awesome. It's giving me an idea for a bunch of spellweavers who tried to snatch an ancient artifact from the woods, but the greensake caught them and naturalized them all!

    After that, they become neutral evil druids, living in the woods and drawing adventurers and other travelers into the forest to be consumed by plants and animals, leaving their magical items for the still greedy spellweavers. Who Will Stop Them?! DUN DUN DUUUUN!!!
    Quote Originally Posted by MammonAzrael View Post
    Causing Hideous laughter is an Extraordinary ability of 20th level monks.

    At least, it should be.
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