The Vorpal Tribble
2006-02-12, 03:32 PM
Dewmoss
http://www.rbg.ca/cbcn/images/moss.jpg
Large Plant
Hit Dice: 7d8+28 (59 hp)
Initiative: +6
Speed: 30 ft. (6 squares), climb 30 ft., swim 30 ft.
Armor Class: 19 (+2 dex, +8 natural, -1 size), touch 11, flat-footed 17
Base Attack/Grapple: +5/+13
Attack: Tentacle +8 melee (1d6+4 plus vendew)
Full attack: 4 tentacles +8 melee (1d6+4 plus vendew)
Space/Reach: 10 ft./20 ft.
Special Attacks: Blood drain, constrict, improved grab, trample, vendew
Special Qualities: Glide, low-light vision, moss mimickery, plant traits, resistance to acid and cold 10, tenacious
Saves: Fort +9, Ref +4, Will +0
Abilities: Str 18, Dex 15, Con 19, Int 1, Wis 6, Cha 1
Skills: Climb +17, Spot +6, Swim +8
Feats: Improved Initiative, Improved Overrun, Lightening Reflexes
Environment: Any forest or mountains
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 8-17 HD (Large), 18-29 HD (Huge)
Level Adjustment: -
Dewmoss is a great menace bred into being by a small group of druids who were not, strictly speaking, sane. For this moss was intended only to be used in areas of dying woodland where unnaturally long and chilly winters had begun to kill off the plants. The moss would literally climb and eventually grow over every square inch of the trees, forming a symbiotic relationship by acting as its foliage. Gathering the weak arctic sun, they would feed the tree, and the tree in turn would provide it with plenty of water from below. For this moss not only fed it, but also introduced a special substance that kept the tree from ever freezing. These trees could live on almost solid ice without death.
Dewmoss loves moisture and is most often found clinging to sides of waterfalls, or along rocky rapids and rivers, preferably in heavily glaciated areas. Here they are comparatively harmless, grabbing fish or creatures that come to drink. However, if forests grow very near these locales the true danger of the dewmoss becomes apparent as it find an appropriate trunks and begins to bond.
A forest produces only several mobile dewmoss a year. As one they 'bloom', releasing thousands of tiny spores that are capable of limited flight. These spores release a pheremone that attracts other spores. The spores cling to one another, and once enough have formed their weight causes them to flutter to the ground. The scent is magnified ten fold as more and more form until nearly every spore in the area has become as one. Individual spores that do not join eventually die. The result is a great slimy mess that quickly bonds together and forms a protective coat. Within a week it has matured into a mobile dewmoss.
Dewmoss appears as a huge, irregular clump of lumpy moss with pin-thin tendrils sprouting out several feet and glistening with poisonous dew. Furry green and yellow fin-like protrusions and tentacles branch out all along the sides of the mass. On its underside are innumberable cilia covered in hooks which gives it its mobility on land, and its ability to climb.
Combat:
Dewmoss are infintely patient hunters, draping down tree trunks or moist mountainsides, waiting for a creature of sufficient size to pass by. It then drops down and attempts to wrap around its victim and drain it dry.
Blood Drain (Ex): A dewmoss drains blood when it constricts, dealing 1d4 points of Constitution damage. It attempts to remain attached as long as possible, draining all the mineral rich fluids from its foe. When reduced to a constitution of 0 the victim dies.
Constrict (Ex): A dewmoss deals 1d8+6 points of damage with a successful grapple check.
Glide (Ex):
A dewmoss can spread itself extremely thin, effecitvely increasing its size by one level for the purpose of its size modifier to AC. However, this allows it to catch the wind and glide, negating any damage from a fall of any height and allowing travel 20 feet horizontally for every 5 feet of descent. A dewmoss glides at a speed of 50 feet (poor maneuverability). A dewmoss may not attack while gliding.
Improved Grab (Ex): To use this ability, a dewmoss must hit an opponent of any size with a tentacle 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.
Moss Mimickery (Ex):
A dewmoss in its waiting or docile position appears as only an abnormally large ammount of moss. A DC 15 Knowledge (nature) check reveals it to be something other than what it appears.
Vendew (Ex):
The mere touch of dewmoss injects dozens of tendrils filled with a horribly irritating poison. The victim must succeed on a DC 17 fortitude save or take 1d6 points of dexterity damage as the wounds swell and go numb. Dexterity damage from multiple stings stack. If the first save fails they must make a second save a minute later or become paralyzed.
Where the swelling spreads the skin grows hot and red, and an intense aching itch begins. The victim takes a -2 penalty on attack rolls, saves, and skills checks. If he tries to cast a spell he must must make a Concentration check (DC 15 + spell level) or lose the spell. These penalties do not stack if multiply stung, though last until the poison is nulled or it runs its course. The save DC is Constitution based.
Tenacious (Ex):
A dewmoss's underside is covered with thousands of tiny hooks. When climbing any surface with the hardness of stone or softer it digs these hooks directly into the substance. This allows it to move across walls and even ceilings as if it was under the effects of a Spider Climb spell. It ignores penalties imposed by slippery conditions, even those caused by a Grease spell, and cannot be tripped. It also gains a +4 bonus to resist bull rush attacks.
A dewmoss may attack while clinging and in all ways treats a wall or ceiling as a floor without penalty.
Trample (Ex):
If a demoss performs a successful overrun attack it deals 1d6+4 damage as the gripping hooks beneath tear into the flesh of its victim.
Skills: Dewmoss have a +8 racial bonus on Spot and Climb checks and can always choose to take 20 on Climb checks, even if rushed or threatened.
http://www.rbg.ca/cbcn/images/moss.jpg
Large Plant
Hit Dice: 7d8+28 (59 hp)
Initiative: +6
Speed: 30 ft. (6 squares), climb 30 ft., swim 30 ft.
Armor Class: 19 (+2 dex, +8 natural, -1 size), touch 11, flat-footed 17
Base Attack/Grapple: +5/+13
Attack: Tentacle +8 melee (1d6+4 plus vendew)
Full attack: 4 tentacles +8 melee (1d6+4 plus vendew)
Space/Reach: 10 ft./20 ft.
Special Attacks: Blood drain, constrict, improved grab, trample, vendew
Special Qualities: Glide, low-light vision, moss mimickery, plant traits, resistance to acid and cold 10, tenacious
Saves: Fort +9, Ref +4, Will +0
Abilities: Str 18, Dex 15, Con 19, Int 1, Wis 6, Cha 1
Skills: Climb +17, Spot +6, Swim +8
Feats: Improved Initiative, Improved Overrun, Lightening Reflexes
Environment: Any forest or mountains
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 8-17 HD (Large), 18-29 HD (Huge)
Level Adjustment: -
Dewmoss is a great menace bred into being by a small group of druids who were not, strictly speaking, sane. For this moss was intended only to be used in areas of dying woodland where unnaturally long and chilly winters had begun to kill off the plants. The moss would literally climb and eventually grow over every square inch of the trees, forming a symbiotic relationship by acting as its foliage. Gathering the weak arctic sun, they would feed the tree, and the tree in turn would provide it with plenty of water from below. For this moss not only fed it, but also introduced a special substance that kept the tree from ever freezing. These trees could live on almost solid ice without death.
Dewmoss loves moisture and is most often found clinging to sides of waterfalls, or along rocky rapids and rivers, preferably in heavily glaciated areas. Here they are comparatively harmless, grabbing fish or creatures that come to drink. However, if forests grow very near these locales the true danger of the dewmoss becomes apparent as it find an appropriate trunks and begins to bond.
A forest produces only several mobile dewmoss a year. As one they 'bloom', releasing thousands of tiny spores that are capable of limited flight. These spores release a pheremone that attracts other spores. The spores cling to one another, and once enough have formed their weight causes them to flutter to the ground. The scent is magnified ten fold as more and more form until nearly every spore in the area has become as one. Individual spores that do not join eventually die. The result is a great slimy mess that quickly bonds together and forms a protective coat. Within a week it has matured into a mobile dewmoss.
Dewmoss appears as a huge, irregular clump of lumpy moss with pin-thin tendrils sprouting out several feet and glistening with poisonous dew. Furry green and yellow fin-like protrusions and tentacles branch out all along the sides of the mass. On its underside are innumberable cilia covered in hooks which gives it its mobility on land, and its ability to climb.
Combat:
Dewmoss are infintely patient hunters, draping down tree trunks or moist mountainsides, waiting for a creature of sufficient size to pass by. It then drops down and attempts to wrap around its victim and drain it dry.
Blood Drain (Ex): A dewmoss drains blood when it constricts, dealing 1d4 points of Constitution damage. It attempts to remain attached as long as possible, draining all the mineral rich fluids from its foe. When reduced to a constitution of 0 the victim dies.
Constrict (Ex): A dewmoss deals 1d8+6 points of damage with a successful grapple check.
Glide (Ex):
A dewmoss can spread itself extremely thin, effecitvely increasing its size by one level for the purpose of its size modifier to AC. However, this allows it to catch the wind and glide, negating any damage from a fall of any height and allowing travel 20 feet horizontally for every 5 feet of descent. A dewmoss glides at a speed of 50 feet (poor maneuverability). A dewmoss may not attack while gliding.
Improved Grab (Ex): To use this ability, a dewmoss must hit an opponent of any size with a tentacle 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.
Moss Mimickery (Ex):
A dewmoss in its waiting or docile position appears as only an abnormally large ammount of moss. A DC 15 Knowledge (nature) check reveals it to be something other than what it appears.
Vendew (Ex):
The mere touch of dewmoss injects dozens of tendrils filled with a horribly irritating poison. The victim must succeed on a DC 17 fortitude save or take 1d6 points of dexterity damage as the wounds swell and go numb. Dexterity damage from multiple stings stack. If the first save fails they must make a second save a minute later or become paralyzed.
Where the swelling spreads the skin grows hot and red, and an intense aching itch begins. The victim takes a -2 penalty on attack rolls, saves, and skills checks. If he tries to cast a spell he must must make a Concentration check (DC 15 + spell level) or lose the spell. These penalties do not stack if multiply stung, though last until the poison is nulled or it runs its course. The save DC is Constitution based.
Tenacious (Ex):
A dewmoss's underside is covered with thousands of tiny hooks. When climbing any surface with the hardness of stone or softer it digs these hooks directly into the substance. This allows it to move across walls and even ceilings as if it was under the effects of a Spider Climb spell. It ignores penalties imposed by slippery conditions, even those caused by a Grease spell, and cannot be tripped. It also gains a +4 bonus to resist bull rush attacks.
A dewmoss may attack while clinging and in all ways treats a wall or ceiling as a floor without penalty.
Trample (Ex):
If a demoss performs a successful overrun attack it deals 1d6+4 damage as the gripping hooks beneath tear into the flesh of its victim.
Skills: Dewmoss have a +8 racial bonus on Spot and Climb checks and can always choose to take 20 on Climb checks, even if rushed or threatened.