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Old 10-27-2012, 03:31 PM   Top  -  End  -  #1
vartan
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Default Huge Fiendish Assassin Vine

I was trying to advance an Assassin Vine for an adventure I'm working on- and I'm wondering if I'm missing something.

I started with the basic Assassin Vine and doubled its HD, this increases its size from Large to Huge and I assume does the following:
1) Increases its reach to 15 (or 30 with the tentacle?)
2) Increases its slam damage (though the only size dependent table for that I've found is under Zombie?)
3) Increases its constrict damage (follows logically from the slam clause doesn't it?)

I also dunno if I got it right with regards to its attack or full attack. It has a BAB of +6, so doesn't that mean it gets an iterative attack at +1 BAB? I looked at the 8 HD shambling mound for comparison, but it has two slam attacks both at its full BAB.

Also, does the 8th hit dice give the creature an ability score boost? I wanted to increase its Wisdom to raise the DC of its entangle ability.
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Old 10-27-2012, 03:36 PM   Top  -  End  -  #2
Ravenica
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Default Re: Huge Fiendish Assassin Vine

Quote:
Originally Posted by vartan View Post
I was trying to advance an Assassin Vine for an adventure I'm working on- and I'm wondering if I'm missing something.

I started with the basic Assassin Vine and doubled its HD, this increases its size from Large to Huge and I assume does the following:
1) Increases its reach to 15 (or 30 with the tentacle?)
2) Increases its slam damage (though the only size dependent table for that I've found is under Zombie?)
3) Increases its constrict damage (follows logically from the slam clause doesn't it?)

I also dunno if I got it right with regards to its attack or full attack. It has a BAB of +6, so doesn't that mean it gets an iterative attack at +1 BAB? I looked at the 8 HD shambling mound for comparison, but it has two slam attacks both at its full BAB.

Also, does the 8th hit dice give the creature an ability score boost? I wanted to increase its Wisdom to raise the DC of its entangle ability.
iterative attacks are with weapons only, not natural attacks, hence the discrepancy.
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Old 10-27-2012, 04:14 PM   Top  -  End  -  #3
tuggyne
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Default Re: Huge Fiendish Assassin Vine

Quote:
Originally Posted by vartan View Post
I was trying to advance an Assassin Vine for an adventure I'm working on- and I'm wondering if I'm missing something.

I started with the basic Assassin Vine and doubled its HD, this increases its size from Large to Huge and I assume does the following:
1) Increases its reach to 15 (or 30 with the tentacle?)
2) Increases its slam damage (though the only size dependent table for that I've found is under Zombie?)
3) Increases its constrict damage (follows logically from the slam clause doesn't it?)
Improving Monsters will help you a great deal here. In particular, the size jump at 5 HD gives it +8 Str, -2 Dex, +4 Con, +3 Natural Armor, and -1 attack/AC, and its slam and constrict die sizes go up from 1d6 to 1d8.

Quote:
I also dunno if I got it right with regards to its attack or full attack. It has a BAB of +6, so doesn't that mean it gets an iterative attack at +1 BAB? I looked at the 8 HD shambling mound for comparison, but it has two slam attacks both at its full BAB.
As Ravenica mentioned, natural attacks never get iteratives.

Quote:
Also, does the 8th hit dice give the creature an ability score boost? I wanted to increase its Wisdom to raise the DC of its entangle ability.
Yep. Monsters gain ability score increases by hit die just like characters do, with the exception that their baseline hit dice don't give them any further adjustments (in other words, a 4 HD creature already has its ability score increase).
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Old 10-27-2012, 04:49 PM   Top  -  End  -  #4
vartan
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Default Re: Huge Fiendish Assassin Vine

So it looks like:

Huge Fiendish Assassin Vine
HD 8d8+70 (70 hp)
AC 16 (+9 Natural -1 Dex -2 Size)
BAB/Grapple +6/+23
Slam +13 (6 BAB 9 Str -2 Size) for 1d8+13 (Str*1.5)
Constrict 1d8+13

Str 28 Con 20 Dex 8 Int 0 Wis 14 Cha 9

It's a CR... 7? Seems nasty doesn't it? I could drop the Fiendish template, but that's not even helping its crazy attack and damage.

If I used something like that what level would you expect my party to be?
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Old 10-27-2012, 05:48 PM   Top  -  End  -  #5
tuggyne
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Default Re: Huge Fiendish Assassin Vine

Quote:
Originally Posted by vartan View Post
It's a CR... 7? Seems nasty doesn't it? I could drop the Fiendish template, but that's not even helping its crazy attack and damage.

If I used something like that what level would you expect my party to be?
Compare to chimeras, aboleths, chuuls, chaos beasts, or dire bears, to name a few CR 7 monsters. I think it fits in well enough.
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That's RAW for you; 100% Rules-Legal, 110% silly.
Quote:
Originally Posted by hamishspence View Post
"Common sense" and "RAW" are not exactly on speaking terms
Homebrew Sigbox and Quotebox are overflow. RACSD and Top Ten fix and highlight some 3.5 rough spots. See also Gentlemen's Agreement.

Anyone knows blue is for sarcas'ing in · Use of gray may indicate nitpicking · Green is sincerity · "Take 10 SAN damage from Dark Orchid"
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Last edited by tuggyne : 10-27-2012 at 05:48 PM.
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Old 10-27-2012, 05:58 PM   Top  -  End  -  #6
vartan
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Default Re: Huge Fiendish Assassin Vine

And if I removed the Fiendish template? Should I feel bad subjecting a 5th level party to that?
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Old 10-27-2012, 06:30 PM   Top  -  End  -  #7
Magnera
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Default Re: Huge Fiendish Assassin Vine

The template gives it DR with the amount of HD it has. Try thinking of how the PC's would fight this thing. Level 5 would make this quite the impressive encounter. If the party is very well optimized then it shouldn't be very hard to have them fight it with ease. Note that if this monster is able to grapple a party member then its game over for them unless they have a great grapple mod or have some other means of escaping. But if the party is able to see it and shoot it from far away then the vine will have no means to fight them.
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Old 10-27-2012, 08:28 PM   Top  -  End  -  #8
tuggyne
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Default Re: Huge Fiendish Assassin Vine

Quote:
Originally Posted by Magnera View Post
The template gives it DR with the amount of HD it has. Try thinking of how the PC's would fight this thing. Level 5 would make this quite the impressive encounter. If the party is very well optimized then it shouldn't be very hard to have them fight it with ease. Note that if this monster is able to grapple a party member then its game over for them unless they have a great grapple mod or have some other means of escaping. But if the party is able to see it and shoot it from far away then the vine will have no means to fight them.
DR 5/magic at level 7 is actually a little pathetic, and as a CR 5 it would have no DR. The energy resistances/immunity are a little annoying, but not crippling.

The grapple modifier is fairly high, which makes it a bit unpleasantly binary, but level 7 is the earliest freedom of movement comes online, so with sufficient preparation even a melee specialist with a lousy grapple mod could manage this. (Or, of course, anybody with at least 30' attacks.)
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That's RAW for you; 100% Rules-Legal, 110% silly.
Quote:
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"Common sense" and "RAW" are not exactly on speaking terms
Homebrew Sigbox and Quotebox are overflow. RACSD and Top Ten fix and highlight some 3.5 rough spots. See also Gentlemen's Agreement.

Anyone knows blue is for sarcas'ing in · Use of gray may indicate nitpicking · Green is sincerity · "Take 10 SAN damage from Dark Orchid"
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Old 10-27-2012, 09:27 PM   Top  -  End  -  #9
White_Drake
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Default Re: Huge Fiendish Assassin Vine

Didn't Ur-Priest's Monster Guide cover stuff like this?
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Old 10-27-2012, 11:52 PM   Top  -  End  -  #10
Magnera
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Default Re: Huge Fiendish Assassin Vine

Quote:
Originally Posted by tuggyne View Post
DR 5/magic at level 7 is actually a little pathetic, and as a CR 5 it would have no DR. The energy resistances/immunity are a little annoying, but not crippling.

The grapple modifier is fairly high, which makes it a bit unpleasantly binary, but level 7 is the earliest freedom of movement comes online, so with sufficient preparation even a melee specialist with a lousy grapple mod could manage this. (Or, of course, anybody with at least 30' attacks.)
CR? I thought that the fiendish template based its extras on HD not CR. Also Vartan mentioned subjecting a 5th level party to it. So magic weapons are indeed online by then, thus making DR a kinda non issue. However it would also have SR13, assuming a 5wiz/sorc that's a roll of 8 on a D20 so that's not really troubling either.

The worst that could happen is if it grapples two or so party members and kills them. Ill bet that the ranged member of the group would love a battle like this. Just staying at range and shooting the vine, happy face and all.

Such an encounter is probably going to fall a few ways.
1: Front line gets grappled and the party heal him through the damage and back off to shoot it at range.
2: The party spots it and figures out what it is, then they shoot it at range.
3: The vine grapples many of the party members as they fight in melee.
4: Other
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Old 10-28-2012, 12:27 AM   Top  -  End  -  #11
tuggyne
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Default Re: Huge Fiendish Assassin Vine

Quote:
Originally Posted by Magnera View Post
CR? I thought that the fiendish template based its extras on HD not CR. Also Vartan mentioned subjecting a 5th level party to it. So magic weapons are indeed online by then, thus making DR a kinda non issue. However it would also have SR13, assuming a 5wiz/sorc that's a roll of 8 on a D20 so that's not really troubling either.
My point was that the CR 5 version would lack the Fiendish template, or that the version without Fiendish, being CR 5, would be more suitable for a level 5 party. An 8 HD assassin vine is CR 5 on its own, and Fiendish with 8 HD adds +2 CR.
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Originally Posted by Water_Bear View Post
That's RAW for you; 100% Rules-Legal, 110% silly.
Quote:
Originally Posted by hamishspence View Post
"Common sense" and "RAW" are not exactly on speaking terms
Homebrew Sigbox and Quotebox are overflow. RACSD and Top Ten fix and highlight some 3.5 rough spots. See also Gentlemen's Agreement.

Anyone knows blue is for sarcas'ing in · Use of gray may indicate nitpicking · Green is sincerity · "Take 10 SAN damage from Dark Orchid"
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Old 10-28-2012, 12:31 AM   Top  -  End  -  #12
Lyndworm
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Default Re: Huge Fiendish Assassin Vine

Quote:
Originally Posted by vartan View Post
So it looks like:

Huge Fiendish Assassin Vine
HD 8d8+70 (70 hp)
AC 16 (+9 Natural -1 Dex -2 Size)
BAB/Grapple +6/+23
Slam +13 (6 BAB 9 Str -2 Size) for 1d8+13 (Str*1.5)
Constrict 1d8+13

Str 28 Con 20 Dex 8 Int 0 Wis 14 Cha 9
Really, really close. It should have 76hp (8d8+40) and Intelligence 3, granting it eleven skill points (with no class skills, as far as I'm aware) and three feats.

Here's a rough SRD-style statblock, for reference.
Spoiler


Also, the Fiendish template is supposed to add darkvision 60ft, but the assassin vine is normally totally blind. I'm not totally sure which overrides the other, but I think that, by RaW, darkvision wins out. The assassin vine would have darkvision out to 60ft and blindsight out to 30ft, but not regular sight. I think. I took to the path of caution and didn't include it, however.
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Old 10-28-2012, 02:20 AM   Top  -  End  -  #13
vartan
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Default Re: Huge Fiendish Assassin Vine

I think I'll drop the fiendish template and rule that when it grapples it exercises its right to not pull the PC into its square or whatever (per improved grab it would take a -20 to its checks in that case but still threaten all its squares and such). So it'll be more likely to slam everyone than get a hold and maintain it.
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