View Full Version : GITP Monster Competition 50th Anniversary Special

The Vorpal Tribble
2010-10-01, 11:56 AM
FEED ME, SEYMOUR! - Little Shop of Horrors

We are surrounded by enemies, all of us. Yet we hardly notice their presence until we've been pricked or they stand to block our way. What we don't know are that the seeds of our destruction have already been sewn. They may live five thousand years, and patiently they creep in. One day all will be overwhelmed and crushed by their verdant embrace. Upon thorny foot and leafy wing, who are these vassals of the Pumpkin King?


The contest begins with the posting of this thread and will continue until October 20th.

Soon after a poll will be opened for everyone to vote for their favorite that will last until the stroke of midnight, Halloween night. An OotS rendition of your creation will then be rewarded as a prize.


http://www.funwithmsn.com/msnsmileys/nature/pumpkin.gif You will be creating an original D&D creature. Horrible flora of malicious intent. They must have the Plant type, and if intelligent, an Evil alignment. Fungus is also accepted, as well as deathless/undead plants.

http://www.funwithmsn.com/msnsmileys/nature/pumpkin.gif The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similar in addition is optional but encouraged. Incomplete entries will be disqualified upon the deadline.

http://www.funwithmsn.com/msnsmileys/nature/pumpkin.gif Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV-V, except for a lore section which is encouraged).

http://www.funwithmsn.com/msnsmileys/nature/pumpkin.gif Post all entries on this thread. Do not post conversation here. Any and All Comments and discussions will take place on a separate thread here (this is a link) (http://www.giantitp.com/forums/showthread.php?p=8753819#post8753819).

http://www.funwithmsn.com/msnsmileys/nature/pumpkin.gif One entry per participant. No double-teaming.

http://www.funwithmsn.com/msnsmileys/nature/pumpkin.gif Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Adding class levels to an already published or posted creature does not count as a new monster. Nor does adding templates. There must be an original base creature devoid of any template added on as the actual entry. Samples of the original base creature with a template may be posted in 'addition' but will not be judged.

http://www.funwithmsn.com/msnsmileys/nature/pumpkin.gif No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.

http://www.funwithmsn.com/msnsmileys/nature/pumpkin.gif Please state if you do not want critiques, otherwise other participants and myself will likely give a rundown of your build in the chat thread.

The Vorpal Tribble
2010-10-02, 11:21 AM
Vorpal Tribble's Guide To Making Monsters (http://www.giantitp.com/forums/showthread.php?t=43009)

As well, here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread (http://www.giantitp.com/forums/showthread.php?p=8753819#post8753819).


No Parsed Stat Block Code

<Size> <Type>
Hit Dice:
Speed: (# squares)
Armor Class: (), touch, flat-footed
Base Attack/Grapple:
Full Attack:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities Str , Dex , Con , Int , Wis , Cha
Challenge Rating:
Level Adjustment:



Ability descriptions


- Optional -


Plot Hook/Story if any


<Size> <Type>
Hit Dice:
Speed: (# squares)
Armor Class: (), touch, flat-footed
Base Attack/Grapple:
Full Attack:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities Str , Dex , Con , Int , Wis , Cha
Challenge Rating:
Level Adjustment:



Ability descriptions


- Optional -


Plot Hook/Story if any

2010-10-02, 10:50 PM


Medium Plant
Hit Dice: 16d8+112+16 (200 hp)
Initiative: +6
Speed: 15 feet (3 squares)
Armor Class: 12 (10+2[Dex]), touch 12, flat-footed 10
Base Attack/Grapple: +12/+24
Attack: Bite +20 (2d6+8)
Full Attack: Bite +20 (2d6+8) and 2 Slams +20 (1d6+4)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Infect the Blood
Special Qualities: Body of Slime, Acid Immunity, Fire Resistance 15, Improved Uncanny Dodge, Amphibious, Merge
Saves: Fort +17, Ref +7, Will +7
Abilities Str 26, Dex 15, Con 24, Int 2, Wis 15, Cha 6
Skills: Swim +27
Feats: Improved Unarmed Strike, Improved Grapple, Multiattack, Improved Multiattack, Ability Focus, Improved Toughness
Environment: Orsa; swamps or dungeons
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Neutral

Bloodsplitters are the insane machination of the plane of ooze and deformity, Orsa. They are giant, hulking masses of what would appear to be ooze, but is in fact incredibly tiny fungal beings that live together as a huge colony. They are green and constantly take in sunlight, using it to decompose the flesh and other organic materials that they eat into other matter that they can use to support every single tiny fungal being. During the night the food is distributed throughout the body, while the sun does not give the Bloodsplitter power. While on Orsa, they swim through the mucus-like plane, eating any and all things they can find.

Bloodsplitters are not cunning at all, preferring to surround a target, or corner one, and then consume them. Usually too many Bloodsplitters is actually not a problem, because they consume every single piece of the being that they kill, and only those that get away from the Bloodsplitters actually become infected and then spread the disease. Because of how those infected are usually treated (kept in close quarters with other infected, or others who are harmed which speeds up the infection process), the spreading of the disease among humanoid targets is incredibly fast.

The Plane of Orsa. (http://www.giantitp.com/forums/showpost.php?p=9200815&postcount=16)


Infect the Blood: If the Bloodsplitter deals damage with their bite attack, and the opponent has a constitution score, they must make a fortitude save (DC 27) or become infected with the Bloodburst disease. The save DC is Constitution based.

Body of Slime: Because of the shape and nature of the Bloodsplitter’s body, being that of a giant amoebaeic protozoan, it takes only one half damage from slashing and bludgeoning weapons.

Amphibious (Ex): the Bloodsplitter can breathe both air and water.

Merge (Ex): If at any time two Bloodsplitters occupy the same space, they may merge together. The Bloodsplitter gains a size category, and gains +4 hit dice, as well as a +4 bonus to Strength and Constitution for each Bloodsplitter merged with it. The Bloodsplitters can unmerge at any time by spending a full round action that provokes attacks of opportunity to do so.

Skills: The Bloodsplitter gains a +5 bonus to all swim checks in order to swim in the mucus-like plane of Orsa.


{table=head]Knowledge (the Planes)|Result

26|The Bloodsplitters are giant oozelike plants. Reveals plant traits.

31|The Bloodsplitters are actually made of many tiny different fungal beings that work in harmony. Reveals the Body of Slime quality.

36|They can transmit a powerful disease of the blood. Reveals the Infect the Blood ability.

41|The Bloodsplitters are actually from a different plane, Orsa, and reproduce by infected targets and then having their offspring burst from the dead body after they die. Reveals all traits of the Bloodsplitter, as well as of the Bloodburst disease.[/table]

Name: Bloodburst (Ex)
Infection DC: 27 (Injury)
Incubation: 6-14 days
Damage: 2d4 Constitution damage

Bloodburst is the more common name for the Plasmodium organism, which is a larvaeic Bloodsplitter. They enter the blood cells of a host, and multiply and multiply, eventually bursting the cells apart, and then moving on to other cells. When all of the blood has been destroyed in a victim, the tiny Bloodsplitters come together into several larger bloodsplitters, and then burst out of the host. The number of Bloodsplitters that comes from a host is equal to one-fourth of the hit dice of the host, minimum one.

Because of how the disease works, treating it is incredibly hard. Healers who do not have access to a Medicinal Leech (http://www.giantitp.com/forums/showpost.php?p=9456797&postcount=2), or who do not use one, cannot use their Heal check in place of a host’s Fortitude save, and hosts do not heal the ability damage naturally, or through mundane healing. Even with the medicinal leech, the healer takes a -5 penalty to the Heal check.

2010-10-03, 01:11 AM

Medium Plant
Hit Dice: 24d8+144 (252 hp)
Initiative: +7
Speed: 30ft. (6 squares)
Armor Class: 23 (+3 Dex, +10 natural), touch 13, flat-footed 20
Base Attack/Grapple: +18/+28
Attack: Slam +24 melee (2d6+6)
Full Attack: Two slams +24 melee (2d6+6)
Space/Reach: 5ft./5ft.
Special Attacks: Consumptive florification, improved grab, spell-like abilities
Special Qualities: Cloak of darkness, spell resistance 28, darkvision 120ft., plant traits
Saves: Fort +19, Ref +11, Will +10
Abilities Str 23, Dex 16, Con 20, Int 17, Wis 15, Cha 20
Skills: Climb +21, Hide + 30, Jump +25, Move Silently +30, Listen +25, Spot +26
Feats: Ability focus (consumptive florification), improved natural attack (slam), improved toughness, power attack, improved initiative, combat reflexes, improved grapple, dodge, mobility
Environment: Any
Organization: Solitary
Challenge Rating: 18
Treasure: None
Alignment: Any evil
Advancement: 25-32 HD (Medium), 33-40 HD (Large)
Level Adjustment: -

Thornshades are the souls of evil spellcasters that have been bound to a plant of some sort, usually a powerful plant creature such as a tendriculous. Over time the bound soul may learn to take control of its host and reshape it to more closely match their former body, combining the power and ambition of an evil mage with the relentless desire to consume and grow of his plant form. They are wreathed in darkness that conceals their true nature and allows them to stalk their prey unseen, briefly revealing themselves in order to feed on a victim before vanishing once more into the night.

Thornshades are potent fighters, but they excel at ambushing their foes and picking them off one at a time. If a potential target looks like it may be able to defeat the thornshade in a fair fight, it will wait until he is distracted or asleep before attacking. Against a group they will try to kill one target first, allowing it to increase its Strength and Constitution through its consumptive florification ability and defeat the rest more easily.

Consumptive Florification (Su)
A target that comes in contact with a thornshade is partially transformed into a plant. This plant matter is then consumed by the thornshade, draining the flesh and muscle off the victim's bones and leaving them bare. Any living creature that is hit by the thornshade's slam or is in a grapple with a thornshade at the beginning of its turn must succeed on a DC 29 Fortitude save or take 1d4+1 points of Strength and 1d4+1 points of Consitution drain. The thornshade gains an amount of temporary Strength and Constitution equal to the amount drained. These temporary points last one hour. This save DC is Constitution-based.

Improved Grab (Ex)
To use this ability, a thornshade must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Cloak of Darkness (Su)
A thornshade is constantly surrounded by pitch blackness that not even true seeing can penetrate. This gives it +10 on Hide checks made in dark environments, but -10 on Hide checks made in brightly lit areas. It also gives it total concealment against all attacks. The thornshade's true form can only be seen if this ability is somehow surpressed, usually only possible with an antimagic field. Even the thornshade itself cannot deliberately lower the cloak. If the cloak is surpressed, the thornshade appears as a roughly humanoid amalgamation of various dangerous or deadly plants, and is often covered in thorns - hence the name. A young thornshade will appear to consist mainly of the plant it was created from, but as they consume more plant matter they gradually take on other appearances, until eventually there is no sign of the original plant.

Spell-Like Abilities
At will - hold monster (DC 20), persistent image (DC 18), 3/day - dimension door, solid fog, wall of force, 1/day - sympathy (DC 23). Caster level 18th. The save DCs are Charisma-based.

Unlike most other plants, Knowledge (nature) will not allow a character to learn about thornshades. Instead, Knowledge (arcana) must be used. If the character makes a successful skill check, the following information is revealed:

34|This creature is a thornshade, a magical and evil plant. This result reveals all plant traits.

39|Thornshades are created when the soul of a powerful evil spellcaster possesses a plant and takes control of it.

44|Creatures struck by a thornshade have their skin transformed into plant matter and consumed, weakening them and strengthening the thornshade.

49|Reveals all information concerning thornshades, including how they are created (see below).[/table]

Creating a Thornshade
A thornshade can be deliberately created by casting soul bind on the soul of any evil creature that could cast spells and had a caster level of 11 or higher. The gem containing the spellcaster's soul must be specially prepared using magical ingredients that cost 15,000gp, and fed in some way to a plant. A tendriculous is a common choice, since they ravenously devour all in their path by nature, but even mundane plants can gradually consume a prepared gem if it is placed in contact with their roots for at least a week. After the plant has consumed the gem, it takes a month for the soul inside to take possession of its host body, after which time it becomes a thornshade. Note that thornshades are not in any way compelled to obey their creator, and will often hunt them down in order to have revenge on the creature that bound their soul.

2010-10-03, 09:49 AM
Doom Moss
"The entire village was swallowed up. Even after the fires stopped, it just kept growing. Almost everyone we sent to contain the stuff eventually died, and before long there was more of it showing up everywhere."

-Meller Sen, former guard at the village of Alken.

Doom Moss is a threat to the entire world. It spreads at huge speeds, and most mundane (and magical!) methods that would normally be used to wipe them out only make them grow more quickly. Entire nations has been swallowed up by the growth, and in the past only the dedication of several large groups of adventurers (and quite a few powerful intelligent monsters that object to being eaten by moss) has been able to destroy smaller infestations and seal away larger ones.

However, new infestations have begun to appear. Few remember the time when it nearly consumed the entire planet, but the Doom Moss itself seems to. While before it was like a child, unaware that what it was doing was harmful. Now, however, it wishes nothing more than to destroy and consume everything.

Tiny Plant
Hit Dice: 4d8+24 (42 HP)
Initiative: -5
Speed: 0 ft(0 squares)
Armor Class: 7 (+2 size, -5 dex,),7 touch,7 flat-footed
Base Attack/Grapple: +3/+
Attack: None
Full Attack: None
Space/Reach: 5/--
Special Attacks: Infect, Fire Growth,
Special Qualities: DR 5/magic, Resistance to cold 5, Immunity to fire, Tremorsense 80 ft, SR 14, Growth
Saves: Fort +9, Ref -4(Always Fails), Will -4
Abilities Str --, Dex --, Con 20, Int 4, Wis 1, Cha 1
Skills: Knowledge (local) +10
Feats: Ability Focus(Infection), Improved Toughness*
Environment: Any Temperate land
Organization: None
Challenge Rating: 5(?)
Treasure: None
Alignment: NE
Advancement: 5-8 HD(Small), 9-11(Medium), 12+(Large, +1 size category for every 3 Hit Dice gained),
Level Adjustment: --

Doom Moss is an aggressive, quickly-growing plant that gets much of its food from other plants and, at times, meat. It grows very quickly, but until attempts are made to exterminate it, it seems fairly normal. Once normal measures fail due to the impossibly quick regrowth of the moss, burning is usually attempted, which leads to disaster.

While its behavior may seem like that of a simple plant, Doom Moss actually has an intelligence, enough to refrain from spreading in a way has lead to severe damage before, and to use its abilities to their best.


Infect(Ex): Whenever a natural weapon is used to attack a Doom Moss patch, or whenever a living creature directly touches the Doom Moss, they must make a Reflex save (DC 10+1/2 HD+Con mod+2, 19 for an average Doom Moss patch) or be infected with spores. Once infected, the creature must make a Fortitude save (same DC as the Reflex save) or take 1d6 points of Constitution damage every hour, starting at the time of infection. After taking the damage one hour, they are allowed to make another Fortitude save. Once 6 points of Constitution damage have been dealt, or once the affected creature dies, another path of Doom Moss erupts from the creature's skin, dealing 2d8 points of damage and dropping to the ground, where it quickly starts to spread. The only method of removing spores once they have infected the victim is to cast Remove Disease and cure all of the victim's Constitution damage. If even 1 point of Constitution damage remains, the spores will begin dealing damage again in 2 days.

If the Doom Moss is attacked by a manufactured weapon, roll d%. On a result of 1-15, spores are on the weapon but not triggered. Unless the weapon is specifically cleaned to remove the spores, the next time the weapon strikes a living creature they are infected. These spores can be spotted with a DC 20 Spot check.

Fire Growth: Whenever Doom Moss would take fire damage, from any source, it grows at an incredible rate. For every 4 points of fire damage that the Doom Moss would take, it gains one virtual Hit Die. Once the Doom Moss has four virtual Hit Dice, it can choose to either gain those Hit Dice or to grow into two 4-HD patches of Doom Moss, one of which can be in an adjacent square, if there is an empty one available.

Growth: Doom Moss grows at a very fast rate, depending on the environment. In an area with sunlight and water, a patch of Doom Moss gains one effective Hit Die every day, gaining one additional Hit Die per day per size category above Tiny. So a Medium patch of Doom Moss would gain 3 Hit Dice per day, and be able to expand by one size category every day, or grow new Tiny patches of Doom Moss every day.

When there is access to plant matter such as grass, trees and the like, Doom Moss grows at +2 Hit Dice per day until it completely covers the plant.

Skills: Doom Moss, while very dim, has a sort of instinctive knowledge of humanoid races. It has a +6 racial bonus to Knowledge(local) checks.


- Optional -

Characters with ranks in Knowledge(nature) can learn more about Doom Moss.
15|Doom Moss is very difficult to destroy, and most mundane attempts to do so only spread it further. This reveals all Plant traits.
20|Doom Moss can quickly grow into multiple patches when burned, and cold cannot harm it at all. When touched by living creatures they infect them with their spores, which later burst into more Doom Moss.
25|Weapons used to attack Doom Moss can carry their spores into other creatures.[/table]

Sample Encounter: Forsaken Village
This village was once known as Alken, but after Doom Moss killed several of the inhabitants, a traveling wizard offered his services to the panicking villagers. The flames he used, however, did nothing but ensure the town's doom. The few villagers that were able to survive fled, but many died after being infected. Rather than spread into hundreds of individual patches, however, the intelligence of the Doom Moss decided to grow, and now the town is covered in several giant patches, with the original patch near the center.

In total, there is 1 Huge patch(the Origin Patch), 5 Large patches, 10 Medium Patches, 12 Small patches and 18 Tiny patches.**

Origin Patch
Huge Plant
Hit Dice: 15d8+35 (102 HP)
Initiative: -5
Speed: 0 ft(0 squares)
Armor Class: 6 (-2 size, -5 dex, +3 natural),6 touch,6 flat-footed
Base Attack/Grapple: +10/+
Attack: None
Full Attack: None
Space/Reach: 15/--
Special Attacks: Infect, Fire Growth,
Special Qualities: DR 10/magic, Resistance to cold 15, Immunity to fire, Tremorsense 80 ft, SR 25
Saves: Fort +19, Ref +1(Always Fails), Will +0
Abilities Str --, Dex --, Con 30, Int 6, Wis 1, Cha 1
Skills: Knowledge (local) +24,
Feats: Ability Focus(Infection), Improved Toughness, 4
Environment: Any Temperate land
Organization: None
Challenge Rating: 7(?)
Treasure: None
Alignment: NE
Advancement: +1 size category for every 3 Hit Hice gained
Level Adjustment: --


Infect(Ex): Whenever a natural weapon is used to attack the Origin Patch patch, or whenever a living creature directly touches the Origin Patch, they must make a Reflex save (DC 29) or be infected with spores. Once infected, the creature must make a Fortitude save (same DC as the Reflex save) or take 1d6 points of Constitution damage every hour. After taking the damage one hour, they are allowed to make another Fortitude save. Once 6 points of Constitution damage have been dealt, or once the affected creature dies, a path of Doom Moss erupts from the creature's skin, dealing 2d8 points of damage and dropping to the ground, where it quickly starts to spread. The only method of removing spores once they have infected the victim is to cast Remove Disease and cure all of the victim's Constitution damage. If even 1 point of Constitution damage remains, the spores will begin dealing damage again in 2 days.

If the Origin Patch is attacked by a manufactured weapon, roll d%. On a result of 1-15, spores are on the weapon but not triggered. Unless the weapon is specifically cleaned to remove the spores, the next time the weapon strikes a living creature they are infected. These spores can be spotted with a DC 20 Spot check.

Fire Growth: Whenever the Origin Patch would take fire damage, from any source, it grows at an incredible rate. For every 4 points of fire damage that the Origin Patch would take, it gains one virtual Hit Die. Once the Origin Patch has four virtual Hit Dice, it can choose to either gain those Hit Dice or to grow another 4-HD patch of Doom Moss into an adjacent square.

Growth: The Origin Patch grows at a very fast rate, depending on the environment. In an area with sunlight and water, a patch of Doom Moss gains 4 effective Hit Dice per day. This growth has been temporarily stopped by a magical effect.

When there is access to plant matter such as grass, trees and the like, the Origin Patch grows at +2 Hit Dice per day until it completely covers the plant.

Skills: The Origin Patch, while very dim, has a sort of instinctive knowledge of humanoid races. It has a +6 racial bonus to Knowledge(local) checks.

*Found in Libris Mortis(and other books, I think)

**No, I'm not going to provide stats for all of them.

The Dark Fiddler
2010-10-03, 09:57 AM

”We weren’t quite expecting, when the farmer asked us to help him with a pumpkin problem, to end up fighting this… thing.” –Ulysses, captain of the local guard, on his first, and thankfully only, meeting with a Pumpkin King

Pumpkin King

Large Plant
Hit Dice: 9d8+9 (49 HP)
Initiative: -1
Speed: 0 feet (immobile)
Armor Class: 14 (-1 size, -1 dexterity, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +6/+19
Attack: Tentacle +11 melee (1d8+5)
Full Attack: 4 Tentacles +11 melee (1d8+5)
Space/Reach: 10 ft./10 ft. (20 ft. with tentacles)
Special Attacks: Enthrall
Special Qualities: Rooted, Regeneration 5, Fast Healing 1, Darkvision 60 ft., plant traits
Saves: Fort + 7, Ref +2, Will +3
Abilities Str 20, Dex 8, Con 13, Int 3, Wis 10, Cha 10
Skills: Disguise +20
Feats: Ability Focus: Enthrall, Weapon Focus: Tentacle, Improved Unarmed Strike, Improved Grapple
Environment: Temperate Plains
Organization: Solo, Kingdom (1 plus 3 thralls)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 10-15 HD (Large, 6 tentacles), 15-17 HD (Large, 8 tentacles), 18+ HD (Huge, 8 tentacles)
Level Adjustment: -

Pumpkin Kings are, at first glance, no different from a very large pumpkin. However, further examination will reveal that the vines are writhing, moving back and forth. By the time adventurers notice this or the face that quite suddenly appeared on the surface of the pumpkin, however, it’s usually too late for them. These creatures are made by magic, either deliberately by a vengeful druid, or accidentally, absorbing magic from the surrounding area as a normal part of its feeding.


A Pumpkin King will attack with its tentacles, usually focusing on a single target, attempting to knock them unconscious or kill them in order to use their Enthrall ability. An opponent can make sunder attempts against a Pumpkin King’s tentacles as if they were weapons. A Pumpkin King’s tentacles have 15 hit points. If a Pumpkin King is currently grappling or Enthralling a target with one tentacle, it uses another limb to make its attack of opportunity against the sunder attempt. Severing a Pumpkin King’s tentacle deals no damage to the Pumpkin King.

Enthrall (Su):
If there is an unconscious or helpless character within range of the Pumpkin King, it may find itself becoming a servant of the horrible creature. First, the Pumpkin King must make a successful grapple attempt against its target. Secondly, the Pumpkin King must use an additional move action to impose its will on the creature. The creature targeted by this ability may make a will save (DC 18), though it takes a -2 penalty to the save. The save DC is Charisma-based and the Pumpkin King has a +2 racial bonus to it, which is increased by 1 for every creature already enthralled. Dead creatures can be affected by this ability only if they died within the last 5 rounds, and automatically fail the save. If the victim fails its save, it is resurrected to full HD without level loss, and is conscious again. It is affected as if it had been dying, as follows. If the creature was dying, it is healed to half its maximum HP. The enthralled creature’s mental ability scores are decreased to 2, and it may not use any ability dependent on its mental abilities, including spells, maneuvers, or soulmelds, though it may benefit from those already in effect, and it now serves the Pumpkin King. Enthralled creatures act on the Pumpkin King's initiative count, as if they were the same creature. The Pumpkin King loses one tentacle attack for every creature it has enthralled and must keep hold of the enthralled creature to keep the ability active, though its regeneration, fast healing, and natural armor all improve by one. It also gains an enhancement bonus to its mental stats; a +2 to intelligence if the enthralled creature had an intelligence score above 3 or a +2 to wisdom if the enthralled creature's intelligence was below 3. The bonuses to its intelligence or wisdom stacks with themselves, but not other enhancement bonuses. Additionally, if two or more creatures are enthralled, the Pumpkin King can no longer be flanked. If the enthralled creature drops below 0 HP, the enthrallment ends and the Pumpkin King regains use of its tentacle. Severing the tentacle being used to control the creature also frees it, though the creature falls unconscious again. The same creature cannot be enthralled again for 24 hours.

Rooted (Ex):
Pumpkin Kings are rooted in place, unable to move from its spot. They gain a +12 circumstance bonus to resist bull rushes, trips, or any other ability that would move them. If it fails to resist, it still do not move, but takes 2d8 damage instead. The exception to this is teleportation effects, which work as normal, though the Pumpkin King roots itself automatically on its first turn after teleporting.

Regeneration (Ex):
Fire and cold deal normal damage to a Pumpkin King. If a Pumpkin King loses a tentacle, it regrows in 2d4 rounds. The creature can reattach the lost limb instantly by holding it to the stump.

A Pumpkin King has a +8 racial bonus to Disguise checks made to appear as a normal, if abnormally large pumpkin. This is the only way a Pumpkin King can use the skill unless its Intelligence is improved.


Knowledge: Nature or Knowledge: Arcane
19| The Pumpkin King is a rather large pumpkin with some strange abilities. They are said to be unable to move from their position.
24| A Pumpkin King can defend itself with its powerful tentacles and heal damage quickly.
29| Pumpkin Kings are said to be able to take control of the bodies of fallen warriors
34| Rumors have it that Pumpkin Kings only grow more powerful as they take control of more creatures.[/table]

Plot Hook:
It is nearly the night of the harvest for the small town of Burtown, a time usually filled with merriment, partying, and delicious foods. The town is extra excited for this year’s harvest, as farmer Joe has a particularly large pumpkin growing in his garden. Though some say that they’ve seen the pumpkin’s vines moving as they pass by, or a face in the rind…

Morph Bark
2010-10-03, 05:30 PM
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 (http://en.wikipedia.org/wiki/Squash_(plant)) 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 (http://www.systemreferencedocuments.org/resources/systems/pennpaper/dnd35/soveliorsage/spellsTtoZ.html#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.

2010-10-04, 05:12 PM
I like to introduce my creations, as VT might remember from the old days, years ago when I was creating monsters for MitP. This one is based heavily (though not entirely; a telepathic group mind would have been too much) on plant creatures of the same name from Doctor Who: The Seeds of Doom. If their name needs to change to avoid potential trouble, let me know and it'll be done. :)

Stage I Krynoid (Pod)
"Amazing! I have discovered a plant pod of tremendous size; this will assuredly make my name a household word when I bring it back; moreso if I can persuade it to germinate." - Penultimate entry in Sir Edmund Green's expedition diary

Small Plant
Hit Dice: 2d8+7 (16 hp)
Initiative: -3
Speed: 0 (immobile)
Armor Class: 14 (-3 Dex, +6 natural, +1 size), 8 touch, 14 flat-footed
Base Attack/Grapple:+1/-3
Attack:Lash +2 melee touch (1d4)
Full Attack:Lash +2 melee touch (1d4)
Special Attacks:Krynoid Growth
Special Qualities: Blindsense 60', Blindsight 20'
Saves: Fort +5, Ref -3, Will +4
Abilities Str 11, Dex 4, Con 15, Int 13, Wis 12, Cha 13
Skills:Hide +5, Disguise +5, Move Silently +2, Sense Motive +3
Environment:Freezing, dark or both
Challenge Rating:1
Alignment:Always neutral evil
Advancement:Special - see notes on disease and adult Krynoid
Level Adjustment:-

Vaguely resembling a tough, green rugby football roughly 2 feet from end to end, Krynoid pods are only found ungerminated in sub-zero or lightless environments, where they are unable to germinate. They flourish in temperate and tropical climates during growth seasons, and cannot survive long enough in outright hostile environments. In a sub-zero or completely dark environment a Krynoid pod hibernates near-indefinitely, waiting for centuries if necessary to receive sufficient warmth and light to permit its germination and subsequent agenda of destruction. When germinated, the plant extrudes a single tentacular shoot through which it attempts to progress to its next stage of development. When able, the nascent Krynoid will attempt to burst the pod's shell and take possession of a living, non-plant host in its immediate vicinity, permitting it to begin the process of mutation and development into an adult Krynoid. Under normal circumstances, a Krynoid pod takes 8 hours of non-freezing temperatures while exposed to light in order to germinate; intense light and/or a warm water bath may reduce this by up to half, at the DM's discretion.

A Krynoid pod which has not fully germinated is essentially at the mercy of any attacker and cannot effectively defend itself; a Krynoid pod which has received sufficient light and heat to sprout is able to attack but generally intelligent enough not to tip its hand - err, tentacle - too soon.

A krynoid pod in combat attempts to silently extend its single vine-like tendril and lash the nearest animal (or other living non-plant) target - ideally by surprise - in order to infect it with Krynoid DNA, causing it to undergo a horrible mutation which culminates in the animal's complete absorption (and transformation) into an adult Krynoid. Delivery of the infectious material kills the Krynoid pod which caused it, a sacrifice made in order to propagate the race. A surface graze (see below) does not cause the Krynoid to expel its genetic material and die.

Krynoid Growth (Su): Supernatural disease, lash, DC 13 (con-based), incubation period 1 minute (initial), 1 hour* (developmental).
An animal struck by a Krynoid pod's tentacle lash must make a reflex save (DC 13) or be infected by Krynoid Growth. Success indicates a surface graze which fails to penetrate and transfer the disease. Animals which consume the remains of a destroyed pod must make a fortitude save (DC 13) to avoid a similar fate. If infected, the subject immediately experiences burning pain at the infection site and spreading through the bloodstream as the infection takes hold. Amputation of affected tissues or casting Remove Disease within 1 minute of infection will eliminate the threat, though (in case of amputation) blood loss or hit point damage may be causes for more immediate concern. Like Mummy Rot, the disease can only be temporarily arrested through successful saves, not eliminated.
After 1 minute has elapsed, the infection is systemic and requires significant effort to remove - the plant matter is evidenced as a green, fungus-like growth at the site of infection and is treated as having the properties of a base-level Parasite, as below. After the first minute and each hour* thereafter, an infected subject must make a fortitude save DC 14 or more (10 + 1/2HD + Con modifier), or suffer progression of the disease, which grants the Krynoid parasite a gain of 1 HD (and associated size and ability scores as indicated in Parasite progression below) at each interval. Treatment at this point requires sufficient fire or cold damage to destroy the plant matter (equal damage being suffered by the host, though the plant suffers doubled fire damage) followed by a casting of Remove Disease within one minute.
As the disease progresses, the host acquires a more and more plant-like appearance; a creature whose combined hit dice and class levels are equal to or fewer than those of the Krynoid Parasite is consumed utterly by the plant and dies, its memories and abilities absorbed and available to the Krynoid as noted below. Krynoid growth ends when the host dies, at which point the young Krynoid must seek additional animal nourishment to progress. A Krynoid whose host has more than 18 HD+levels sacrifices its extra hit dice for a pair of pods each when its host dies, and receives no feats or skills from its host for the hit dice it sacrificed.

*A Krynoid in a dark or cold environment is incapable of such rapid growth; in such environments, a fortitude save must be made every four hours rather than one. In an environment which satisfies both criteria, the disease's progress is effectively slowed and requires one check every 12 hours. At the DM's discretion, particularly hospitable environments (moist, warm and sunny) may reduce the required time between checks to 1/2 hour.



Krynoids are utterly alien, and their tendency to eat botanists prevents effective information gathering; as a result, a substantial investment is required to have any knowledge of them. Characters making a successful Knowledge:Nature or Knowledge:Arcana skill check receive the following information; bardic knowledge checks (at +10 DC) may determine the first 4:

12|This is quite possibly the largest bean you've ever seen. Maybe if you plant it you could fight some giants.

17|The seed pod appears to still be vital (possibly despite having existed for centuries)

22|You're pretty sure that a plant pod this size can't be trusted to be benign, and you've heard of many plants that eat people.

27|You recall the name 'Krynoid' and are fairly sure that you must destroy this seed and burn its remains to be safe.

32|Krynoids propagate themselves by consuming and absorbing animal hosts, using their opponents' strengths against them. (reveals Legacy of the Host)

37|Reveals details of Krynoid Growth disease.(see note)

42|Reveals all information indicated in the description of the Stage II Krynoid, as well as DR and Fast Healing.

47|Reveals all remaining details.[/table]
Note - Each hour spent observing Krynoid Growth disease reduces this DC by 2, and this check may be re-tried at each such interval.

Stage II Krynoid (Parasite/Adult)
"Disaster has struck; one of my guards has developed a nasty rash on his leg, and worse still after breaking open some time last night, the plant pod appears to be empty after all. Perhaps we can find another in this forsaken place, but for now we must ensure our own survival; I can ill afford to lose more guards without anything to show for it." - Final entry in Sir Edmund Green's expedition diary

Medium Plant
Hit Dice: 2d8+6 (13 hp)
Initiative: +0*
Speed: 20 (4 squares)*
Armor Class: 13 (+0 Dex, +3 natural), 10 touch, 13 flat-footed
Base Attack/Grapple: +1/+4*
Attack:Slam +4 melee (1d4+4)*
Full Attack:Slam +4 melee (1d4+4)*
Special Attacks:Improved Grab, Constrict 1d4+4, Digest Prey, Long Tendrils
Special Qualities:Fast Healing (special), Spell-like abilities, Blindsight 120',DR 5/Slashing, Plant traits, Woodland Stride, Legacy of the Host
Saves: Fort +6**, Ref +1**, Will +4**
Abilities Str 17, Dex 10, Con 17, Int 13, Wis 12, Cha 13
Skills:Special; see Legacy of the Host below.
Feats:Special; see Legacy of the Host below.
Organization:Solitary, Pair, Colony (3-14)
Challenge Rating:3
Treasure:As host, plus standard.
Alignment:Always neutral evil
Advancement:3-5 HD (Medium); 6-8 HD (large); 9-13 HD (huge); 14-18 HD (gargantuan) (see note on CR and Advancement below)
Level Adjustment:-

*While acting as a parasite, a Krynoid is incapable of independent initiative, movement, attacks and saving throws, using those of its host; these are provided for base reference

Resembling nothing so much as an animate topiary version of its original host sporting several long viny growths, an adult Krynoid is a thing of horrible beauty. Its sole purpose is to absorb and destroy animals of all varieties, including sentient, humanoid, magical and monstrous creatures, leaving only mineral and plant life in its wake and absorbing nutrition from all others in its drive to achieve breeding mass. When fully matured, a Krynoid's host form is all-but lost in a mass of vegetation the size of a large building.
In its parasitic form, the Krynoid appears as a green growth on its host; first similar to a fungal growth near the infection site, growing to an overall mossy covering and eventually consuming and replacing its host with mobile, tentacular vine-like structures.
Particularly intelligent Krynoids maintain pastures of harmless prey animals such as rabbits, deer and the like, sacrificing a portion of their allied vegetation to support the animals, which in turn provide them additional sustenance. Some also preserve particularly strong (unconscious) specimens to host new Krynoid, but cut their losses and risk if placed under direct threat. Some especially cunning Krynoids may form temporary alliances with sentient creatures for mutual benefit, but will abolish and betray such agreements when it becomes convenient. A Krynoid adult which has achieved its full size is fully mature and may propagate itself by generating paired seed pods and launching them significant distances to begin the cycle anew.

A Krynoid which senses non-plant life forms in its vicinity inevitably attacks, attempting to grasp, constrict and consume any digestible creatures and eliminate any threats to its hegemony. It is generally canny enough to avoid direct confrontation with superior forces, generally preferring to deal in subterfuge or avoid them altogether. A Krynoid threatened with imminent destruction will flee if possible, otherwise fighting so as to inflict the maximum destruction on its foes, and will always make extensive use of its ability to animate and enhance surrounding plant life in its defense, beginning with Overgrowth in order to inconvenience its opponents.

Improved Grab (Ex): To use this ability a Krynoid must strike an opponent 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, the Krynoid establishes a hold on the opponent with one or more of its tentacles and will attempt to digest its prey.

Digest Prey (Ex): A Krynoid which has successfully grabbed its prey and retains its hold may attempt to digest it rather than continue to constrict; digesting an opponent is a standard action. Its target must make a fortitude save (DC 14, Con-based) or suffer 1 negative level as well as 1d4+3 damage (the damage bonus is constitution-based for this attack, which bypasses DR entirely). For each 4 negative levels thus bestowed, the Krynoid receives sufficient nourishment to gain an additional hit die (and any other associated gains). If it already possesses 18 HD, it instead spawns two Pods which are launched (as a pair) randomly 100-1000 feet away. A successful saving throw prevents the negative level and halves the damage. A creature which receives as many negative levels as it has combined hit dice and levels dies, its remains absorbed utterly into the Krynoid mass.

Long Tendrils (Ex): A Krynoid's superlative ability to control its component plant tendrils enables it to reach 5' further than would otherwise be possible for a creature of its size; this extra reach becomes an additional 10' for a Large Krynoid, and 15' for a Gargantuan Krynoid.

Fast Healing (Ex): A Krynoid recieves Fast Healing depending on its situation. It receives a base of Fast Healing 0, modified by the following factors (which cannot reduce Fast Healing below 0 nor raise it above 5) - Direct Sunlight: +1, Cold (freezing): -1, Digestion: +1 for 10 rounds (cumulative)

Spell-like Abilities (Sp): At Will - Speak with Plants, Control Plants (as 5th level druid); 5/day - Animate Plants (as 10th level druid); 3/day - Plant Growth (overgrowth only)
Special: A Krynoid whose host was a druid casts spells at the caster level indicated or its host's druid level, whichever is higher.

Legacy of the Host (Ex): A Krynoid parasite which is separated from or consumes its host acquires its memories and some of their characteristics, as follows:
Ability Scores: A Krynoid which has consumed its host acquires its host's intelligence, wisdom and charisma base scores (before racial or level adjustments) if they are higher than its own. A Krynoid which is prematurely separated does not receive this benefit.
Fire Mitigation: Once a Krynoid has reached adulthood and consumed its original host, it eliminates its weakness to fire, unless its host shared that weakness; instead of receiving double damage from fire, it takes only normal damage. Krynoids which are prematurely separated do not receive this trait.
Bardic Knowledge: A Krynoid whose host possessed the Bardic Knowledge class feature may make use of the ability with the same intelligence modifier as its host (even if its own score is higher) at either its host's level or the level it achieved prior to separation or the host's death, whichever is less.
Skills and Feats: A Krynoid receives exactly the same skill ranks and feats as its host, in the same order the latter acquired them, regardless of prerequisites or number of skill points. A Krynoid prematurely separated from its host by death or any other means acquires skills and feats up to a level equal to the hit dice it achieved while attached.
Spell Knowledge: A Krynoid receives no class or other special features except Bardic Knowledge from its host and is thus unable to make use of any spellcasting abilities they may have had; however, treat Use Magic Device checks (if any) as if it did possess its host's casting ability.
Languages: A Krynoid can understand (but not speak) all languages spoken by its host.

CR and Advancement
Because a Krynoid can potentially benefit from having had an extremely cunning or skilled host, and because it takes advantage of some fairly synergistic abilities with respect to plants and its size, the CR of a Krynoid increases at a significantly greater rate than the 1/4 rate prescribed for plant creatures. As a result, the Krynoid's CR increases for each 2 additional hit dice it acquires. Additionally, exceptionally skilled or cunning hosts may require a +1 or +2 ad hoc CR adjustment.



Krynoids are utterly alien, and their tendency to eat botanists prevents effective information gathering; as a result, a substantial investment is required to have any knowledge of them. Characters making a successful Knowledge:Nature or Knowledge:Arcana skill check receive the following information; bardic knowledge checks (at +10 DC) may determine the first 4:

12|This is quite obviously a plant creature of some kind.

17|This creature is some kind of dangerous and unknown alien plant, and should probably be destroyed lest it damage the ecosystem, and possibly you, any further.

22|Based on its observable characteristics, you're pretty sure this creature is (or is not; see Fire Mitigation) vulnerable to fire

27|This creature appears to be a Krynoid, a rare and alien plant race whose home is unknown and which utterly destroys all animal life. It is to be annihilated at any cost.

32|Krynoids propagate themselves by consuming and absorbing animal hosts, using their opponents' strengths against them. (reveals Legacy of the Host)

37|Reveals details of Krynoid Growth disease. (DC reduced if it has been observed in its active phase, as above)

42|Reveals all information indicated in the description of the creatures, as well as DR and Fast Healing.

47|Reveals all remaining details.[/table]

Adventure Hooks:
(to be treated as a start-point for the adventure; as time goes on treat Krynoids as an aggressive, expansionist lifeform.)
{table=head]Level|Plot outline (suggested total complement)

1-5|A recent meteorite strike above the frost line on a nearby mountain may have caused some geological instability, and the local Powers That Be seek intrepid explorers to investigate and report on what has transpired, dealing with any minor trouble as they find it. (2 pods)

3-8|A local lord's botanical expedition to the North has failed to check back in, and he's concerned that they may have fallen prey to conditions or to hostile forces. The party is requested to find the expedition or its remains, determine what happened and if possible complete their mission by bringing back samples of the plant life they'd described just prior to the loss of contact. (1 Ogre-based adult, 1 orc-based adult, 4-7 HD each)

6-12|A party of adventurers was sent to investigate the loss of a prior expedition and while they seemed for a time to be making some progress, communication has been eerily absent for some months. Worse, the hamlet they were using as a base of operations has likewise become cut off. Traders are unwilling to visit and claim the forests have awakened, and nobody's heard a peep despite sending several messengers and tax collectors. A warband was sent to teach the peasants the error of denying their taxes to the rightful lord, and even those seasoned warriors have failed to report back, so he's willing - however grudgingly - to offer a substantial reward to heroes brave enough to investigate. (1+ full-grown adult, colony of immature adults, several pairs of pods)

1-12|A recent earthquake/arcane or mechanical explosion/mining operation has uncovered several oddities, not least of which was a handful of extremely strange plant pods. Nobody was much worried when the rabbits and other garden pests started turning up dead, but now some folks have gone missing...(quantity really depends on how much you share my willingness to TPK the unwary)[/table]

Edits: Repaired a bunch of stats which hadn't been updated from prior tweaking, both those Debi noticed and those she didn't; put plot hooks in a table for a neater appearance; adjusted Lore, CR/Advancement and consolidated Legacy of the Host.

Sir Shadow
2010-10-04, 06:10 PM
The Pumpkin King
by Radojavor (http://fc03.deviantart.net)

The Great Pumpkin

Large Plant (Augmented Humanoid)
Hit Dice: 16d8+128 (216 hp)
Initiative: +8
Speed: 40 feet (8 squares)
Armor Class: 24 (Dex +4, Dodge +4, Natural Armor +8, Size -2), touch 16, flat-footed 16
Base Attack/Grapple: +12/+19
Attack: Claw +19 (2d8+7, +2d4 fire)
Full Attack: 2 Claws +19 (2d8+7, +2d4 fire), Bite* +14 (1d10+3, +3d6 fire)
Space/Reach: 10 feet/10 feet
Special Attacks: Bloodboiling Wounds, Crow’s Cackle, Creeping Dread, Dreadfire Breath, Spell-like Ability
Special Qualities: Black Flame Candle, Fire Immunity, Frightful Presence, Living Wood, Plant Traits, Wiry Frame
Saves: Fort + 13, Ref + 18, Will + 18
Abilities:Str 24, Dex 18, Con 26, Int 16, Wis 14, Cha 26
Skills: Hide* +18, Intimidate +19, Move Silently* +18, Perform (Dance) +27, Tumble +23
Feats: Ability Focus (Creeping Dread), Ability focus (Dreadfire Breath), Improved Initiative, Improved Toughness, Force of Personality
Environment: Any Rural
Organization: Unique
Challenge Rating: 20
Treasure: Double, only wondrous items and magic weapons.
Alignment: usually Neutral Evil, sometimes True Neutral (see text)
Advancement: N/A

*The Great Pumpkin’s Bite natural attack deals bludgeoning damage instead of piercing.

Skills: The Great Pumpkin receives a +8 racial bonus to Hide and Move Silently when in rural areas, fields, or tall grass. Bonuses are not reflected in stat block.



Black Flame Candle (Ex)
The source of the life, so fragile! Though for all its fury and anger, naught but a tiny flame flickers within that hollow husk.
The source of the Great Pumpkin’s life is the black flame candle located within the pumpkin husk that is its head. Once lit at the beginning of its cycle, the candle will burn for eight hours.

When submersed in water, the Great Pumpkin must succeed a DC 25 fort save to keep its candle alight within the water. Any attack that deals over 20 points of water damage has a 10% chance of dousing the candle that fuels the Great Pumpkin's life.

If the candle’s flame is put out for any reason, the Great Pumpkin immediately vanishes, leaving its treasure behind.

Bloodboiling Wounds (Su)
Any creature that takes damage from the Great Pumpkin's claw attack receives an equal amount of damage at the beginning of their next turn.

Creeping Dread (Su)
Vines, tendrils, creeping horrors catch their prey with subtle delight. Vines flow like water and dig into those unfortunate creatures' minds. But there is one good aspect, they are usually eaten last.
Any creature within 10 feet of the Great Pumpkin or in a square it occupies for more than 1 round must make a will save DC 28 each round or be put under the effects of Dominate Monster by the Great Pumpkin. Dominated creatures may not move more than 60' from the Great Pumpkin.
Each hour, the creature may make a new will save to shrug off the effects. When the Great Pumpkin disappears, this effect ends.

Crow’s Cackle (Su)
Arching its back to embrace to the moon, the Great Pumpkin lets out a raucous cackle, shaking the stoutest heart with the cruelty of its call.But perhaps even this would not be truly frightening were it not for the fact that his laugh was joined by others.
Every creature in a 30' radius must make a DC 26 will save or become frightened. In addition, the Great Pumpkin summons 2d4+2 Demonic Crow Swarms for 10 rounds. This ability may only be used once every minute. DC is cha-based.

Dreadfire Breath (Su)
A being of fire as much as fear, the spew a gout of flames from the dreaded candle held within its head. But these shadowflames are the thing of nightmares, twisting tendrils of darkness that take the shape of your deepest phobias.
As a standard action, the Great Pumpkin may spew a 60' cone of dark flames dealing 10d6 damage, reflex save DC 28 for half damage. Any creature damage by this attack must also make a DC 28 will save or become frightened. Reflex DC is Con-based; will DC is cha-based.

Frightful Presence (Ex)
Any creature within 60 feet of the Great Pumpkin must make a will save DC 26 or become Frightened. Any creature that succeeds the save is immune to the Great Pumpkin’s Frightful Presence for 6 hours. DC is Cha-based.

Living Wood (Ex)
The planks that make up the Great Pumpkin’s body are injected with darkenergy, making them writhe with an unsettling mind of their own.
The Great Pumpkin receives a +4 dodge bonus to defense and reflexes. The Great Pumpkin also gains Regeneration 2, which increases to Regeneration 4 whenever the Great Pumpking is submersed in water or receives water damage.

Wiry Frame (Ex)
Thin and gaunt, the Great Pumpkin bends with unnatural flexibility, snaking through openings not meant for a creature of its size.
The Great Pumpkin is considered small for the purpose of determining what openings and spaces it may move through.



Plot Hook/Story if any

2010-10-04, 07:34 PM
Large Plant (Psionic)
Hit Dice: 6d8 + 18 (45 hp)
Initiative: +0
Speed: 5 ft.
AC: 16, touch 9, flat-footed 16 (-1 size, +7 natural)
Base Attack/ Grapple: +4/+12
Attack: Slam +7 melee (1d6 + 6)
Full Attack: Slam +7 melee (1d6 + 6)
Space/Reach: 10ft./5ft.
Special Attacks: Frightful presence, phobovore, psi-like abilities
Special Qualities: Blindsight 60ft., camouflage, emotive subversion, germinate, plant traits, resistance to cold and fire 10
Saves: Fort +8, Ref +2, Will +3
Abilities: Str 18, Dex 10, Con 17, Int 5, Wis 13, Cha 13
Skills: Intimidate +10
Feats: Ability Focus (Frightful Presence), Power Attack, Weapon Focus (Slam)
Environment: Any forest
Organization: Solitary, Grove (2-4), or Haunt (5-10)
Challenge Rating: 4
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Always Neutral Evil
Advancement: 7-18 HD (Huge); 19-30 HD (Gargantuan); 31+ HD (Colossal)
Level Adjustment: -

Llwynof, or Horrorvine as it is sometimes called, is an intelligent and malevolent plant creature capable of subsisting entirely on the negative emotions of other sentient creatures. It also takes a sort of sadistic pleasure from inspiring terror in people, and often roots close to small settlements in order to fulfill its sadistic whims.

Horrorvine resembles a hairy dark green or brown vine about twenty feet in length, with smaller plants branching off from the main vine every five feet or so. The leaves are green, with four deep violet tips. They typically weigh 100-120 lbs. They understand, but cannot speak, Sylvan.

Frightful Presence (Ex): Whenever a Llwynof moves, attacks or uses its Germinate ability, all creatures within 30 feet with less than 6 Hit Dice that witness the event must succeed on a Will Save (DC 16) or become shaken for 5d6 rounds. A creature that succeeds on the saving throw is immune to that same horrorvine's frightful presence for 24 hours. The save DC is Charisma-based, with a +2 bonus due to Ability Focus.
Phobovore (Su): As long as a creature within 60 feet of a Llwynof is suffering from a morale penalty or fear effect, it gains a +2 profane bonus on all attack and damage rolls, and a profane bonus to its saving throws equal to the number of affected creatures. Additionally, if there are at least five creatures suffering from a morale penalty or fear effect within 60 feet of the horrorvine, it can take a full-round action to use its Germinate ability (See below).
Psi-like abilities (Sp): 3/day- Control Light, Control Sound. Manifester Level 6th.
Camouflage (Ex): Since a Llwynof looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant.
Emotive Subversion (Su): Whenever a morale effect meant to provide a morale bonus is used within 150 feet of a living Llwynof, it instead applies a morale penalty unless the user succeeds at a Charisma check (DC 14). Effects meant to lift the effect of fear within this range instead worsen any fear effect already in place by one stage (shaken to frightened, frightened to panicked) unless the user succeeds at a Charisma check. The check DC is Charisma-based.
Germinate (Ex): When exposed to enough negative emotional energy, a horrorvine undergoes rapid growth, budding and sprouting in a matter of seconds. A second horrorvine grows from the original creature, occupying a space immediately next to the first. It has full hit points and its frightful presence and phobivore abilities take effect on its turn, potentially leading to disastrous overgrowth. However, the new Llwynof provokes an attack of opportunity as it sprouts, as does the parent plant. If the new horrorvine is attacked (AC 14 as it's sprouting) and if 10 or more damage is dealt to it, the new growth dies instantly, failing to mature in time. If the parent plant is attacked, the new horrorvine suffers no ill effect.

The Glyphstone
2010-10-04, 08:01 PM

”I swear to you and any gods listening, he never even stood a chance. We were walking along, and all of a sudden he starts yelling behind me. I turn around just in time to see him up to his waist in the road – solid dirt enough to drive a cart over, every inch of it, and all wrapped up in these thorny vines. Then he was gone, sinking into the ground like a stone you’d toss into the river. I could barely hear him yelling underneath my feet, and I tried digging him out with my hands…till he stopped yelling, and I felt something poke up out of the dirt and touch my boot. Didn’t stop running till I hit town, and never looked back. Tell me, mister, what was I supposed to do?”
-Anonymous witness to a graveroot attack

Medium Plant (Earth)
Hit Dice: 9d8+45 (85 HP)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 10ft. (2 squares), burrow 40ft. (8 squares)
Armor Class: 23 (+4 Dex, +9 natural), touch 14, flat-footed 19
Base Attack/Grapple: +6/+19
Attack: Slam +12 melee (1d8+7)
Full Attack: Slam +12 melee (1d8+7)
Space/Reach: 5ft./5ft.
Special Attacks: Constrict, Drag Beneath, Improved Grab, Tendril Hooks
Special Qualities: Earth Glide, Immunities, Plant Traits, Tremorsense 100ft.
Saves: Fort +10, Ref +7, Will +4
Abilities Str 20, Dex 18, Con 18, Int 4, Wis 12, Cha 10
Skills: Hide +16*, Spot +3, Listen +3
Feats: Weapon Focus (Slam), Alertness, Improved Initiative, Improved Toughness
Environment: Any Temperate Land
Organization: Always Solitary
Challenge Rating: 8
Treasure: None
Alignment: Neutral Evil
Advancement: 10-17 HD (Medium), 18-25 HD (Large)
Level Adjustment: -

Graveroots are mobile, barely sentient carnivorous plants that roam in search of living prey. An exposed graveroot is a thick, greenish-brown tubular trunk approximately six feet long, from which sprout a dozen or more long, thick tendrils lined with hooked spines. They are rarely seen, however, for their primary method of locomotion is underground. Like some forms of elementals, graveroots have the ability to burrow tracelessly through solid earth, and use this to ambush potential prey.

In direct combat, they are not particularly threatening, but they possess the supernatural ability to bestow their own transitory powers on creatures caught in their grasp, pulling them underground to be suffocated or torn apart by the graveroot’s tendrils. Slain creatures are torn to shreds, and the graveroot absorbs the nutrients from their blood soaked into the soil. Combined with their tendency to strike at solitary victims, they can be exceedingly dangerous, as even a creature who manages to break the graveroot’s hold on them finds themselves buried alive with no means of tunneling free.

Intensely solitary creatures, one graveroot will typically claim a territory up to half a mile in diameter depending on its size and corresponding appetite. Multiple graveroots can theoretically share overlapping territory circles, but if they detect one another, the two plants will attack and engage in a savage battle to the death. The sole exceptions are newly budded graveroots spawned by a ‘parent’ plant of at least 20 HD – graveroots have an instinctive ability to identify their ‘parent’ and will flee rather than fight.

Graveroots are ambushers, identifying potential prey by their vibrations and stalking them until an opportune time to attack is presented. Although extremely dim by the standards of most intelligent creatures, they retain a certain predatory cunning, and are sensitive enough to distinguish between a single creature with four or more legs and multiple two-legged creatures, as well as locate creatures in contact with the ground even if they are not taking actions. Unless near starvation, they will not attack creatures gathered in group of four or

A graveroot makes its surprise attack by burrowing to directly underneath its chosen prey, then extending its tendrils upward and striking directly out of the ground. It attempts to grapple its target, and once they are affected by its Drag Beneath ability, pulls them underground. There, it remains stationary while simultaneously crushing and suffocating the victim, until the creature dies or the graveroot is forced to relinquish its hold. Should the graveroot’s initial attack fail to hit, it will retreat beneath the ground and attempt an ordinary grapple on its next turn.

If reduced to a quarter of its health (18 HP), a graveroot will abandon any attack and flee at top speed downward and away from the danger until it can no longer sense any pursuit.

Improved Grab:
To use this ability, a graveroot must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

A graveroot deals automatic slam damage with a successful grapple check.

Tendril Hooks:
The hooked spines lining a graveroot’s tendrils sink into the exposed flesh of its victims, making them painful and difficult to remove. A graveroot’s slam attacks deal both piercing and bludgeoning damage, and it gains a +4 racial bonus to grapple checks.

Drag Beneath (Su):
The signature ability of graveroots, and what makes them so dangerous, is their power to temporarily “share” their ability to move effortlessly through solid earth with their prey. Each round that a creature is grappled by a graveroot, it must make a DC19 Fortitude save or involuntarily gain the Earth Glide special quality for as long as it remains grappled, allowing the graveroot to pull the affected creature underground. If the creature requires air to breathe, they are in danger of suffocation as normal until dug free. Should they break free of the grapple, the effect ends immediately. The save DC for this ability is Strength-based.

Due to its nature of being a creature primarily of the Prime Material and not of the Elemental Plane of Earth, a graveroot must be able to focus on its movement to travel naturally. While grappling an opponent, the Graveroot loses its Earth Glide ability and cannot move from its current location.

Creatures aboveground may attempt to start digging the buried creature free. Eight total full-round actions from Medium creatures can partly expose the graveroot and its victim, enough that line of effect is granted to both, though the graveroot has improved cover from any attackers other than its victim. Improvised digging tools halve the digging rate, while each additional size category up to Huge doubles it (so a Large creature digging with a proper shovel counts as two Medium creatures, but one with an improvised shovel would still only count as one).

Earth Glide (Ex)
A graveroot can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing graveroot breaks any grapple it is currently engaged in, flings it back 30ft., and stuns the creature for 1 round unless it succeeds on a DC15 Fortitude save.

Graveroots are blind and have immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. They are also deaf, and so immune to [Sonic] effects that do not deal damage.



Characters with ranks in Knowledge (Nature) can learn more about Graveroots:
19 | A graveroot is a predatory, burrowing plant-like creature that can drag its victims underground to consume them. This reveals all plant traits.
24 | While graveroot victims appear to have vanished without a trace, they remaina alive (at first) only a short distance below the ground, and can be dug out if reacted to quickly enough.
29 | Graveroots cannot sense or react to enemies that are not touching the ground, and prefer to attack lone prey creatures. Prospective graveroot hunters would do well to combine these facts and attempt to ambush the ambusher.

Adventure Seed (EL8):

The otherwise tranquil town of Moonrest is gripped in fear when it would normally be preparing for the annual harvest festival. Two weeks ago, Old Man Morrigan, an eccentric farmer living on the edge of town, was complaining about cattle thieves taking two of his cows during the night (in truth, a hungry graveroot that has moved into the area). A search party found no trace of the missing animals, nor any tracks despite a total lack of recent rain. Now, Morrigan himself has been missing for almost a week, and the group of townsfolk who went looking for him found nothing except a strangely disturbed patch of dirt in front of his deserted house (it took several rounds for the graveroot that ate his cows to pull Morrigan underground, during which he thrashed around). The crops sit neglected in their fields as the townsfolk sit terrified in their houses – can Moonbrook be saved from the mysterious threat before it reaps a truly grim harvest?


Non-Core Content:
Improved Toughness: Grants +1 HP per Hit Die of the creature.

2010-10-09, 08:09 PM
Rebirth Cauldron


"Look, you fools. You're in danger. Can't you see? They're after you. They're after all of us. Our wives, our children, everyone. They're here already. YOU'RE NEXT!" -An insane man ranting about chickens, but the line fits.

Huge Plant
Hit Dice: 16d8+80 (152 Hp)
Initiative: +4
Speed: 10ft. (2 squares)
Armor Class: 24 (+4 Dex, +12 Natural, -2 Size), 12 touch, 20 flat-footed
Base Attack/Grapple: +12/+30
Attack: Tentacle +16 melee (3d6+6)
Full Attack: Tentacle +16 melee (3d6+6) and Bite +11 melee (2d6+3)
Space/Reach: 15 ft./10 ft. (40 ft. with tongue)
Special Attacks: Improved Grab, Reel In, Swallow Whole
Special Qualities: Attract, Camouflage, Flororebirth, Plant Traits, Regeneration 10
Saves: Fort +15, Ref +9, Will +4
Abilities Str 22, Dex 18, Con 21, Int 14, Wis 8, Cha 12
Skills: Disguise +20 (19), Hide +23 (19), Listen +18 (19), Spot +18 (19),
Feats: Ability Focus (Aroma), Combat Expertise, Combat Reflexes, Improved Disarm, Improved Trip, Power Attack
Environment: Warm Forests
Organization: Solitary, Cult (1 plus 2-6 minions of 8th-11th level/hit dice and 5-40 minions of 1st-6th level/hit dice plus 100% noncombatants)
Challenge Rating: 12
Treasure: Triple Standard
Alignment: Always Neutral Evil
Advancement: 17-19 (Huge), 20-22 (Gargantuan), 23-26 (Colossal)
Level Adjustment: N/A

The half orc screamed as his rage flooded his mind, and brought his axe down on the flower monster. "Let! Go! Of! Puny! Elf!" his screams punctuated each slam of his axe against the creature's base, trying to hack through it like a tree. But despite his strength, each cut vanished the moment he freed his axe from the plant matter. The young Elf girl's screams and cutting sounds had ceased a minute ago, but he wasn't going to leave his sister in arms in this creature's stomach, puny coward or no.

Feeling the creature's tongue smash against his side, knocking his weapon from his grasp, his desperation peaked. With all his might, the half orc grabbed the plant's stem, hoisted it into the air, and slammed it into the ground like a hammer. It shuddered, making a gurgling sound. Again and again, he smashed it into the ground, the wall, anything he could hit it against. Finally, it spat out the elf girl and he let it drop to the ground. He collapsed, breathing heavily.

"Are you alright?" He looked up and saw the Elf girl standing over him, looking concerned. He nodded, feeling relieved that she was alright. The sweet scent was starting to leave the air, but still hung thick and stung his eyes. "Been... better... little sister..." Just as he pushed himself up, cold steel shoved through his neck. The sudden pain made him lose consciousness instantly, never spotting the elf girl's eyes dance with sadistic glee or the plant monster pushing itself upright.

"Don't worry, 'brother', you'll feel better in no time."

At first glance, a rebirth cauldron is just a giant flower. It has a giant plume of mono-colored (usually red or blue) petals sticking out every which way, and a hole in the middle barely visible through the lion's mane of petals. Hidden behind those petals, however, are the abnormal traits that would give it away.

The petals are vastly shorter then they appear, concealing several large 'stomachs' that are filled with a gooey and acidic sap. Its stem is short and very, very thick, supporting it's surprisingly immense weight. Its roots are tiny and weak, but as numerous as a caterpillar's legs and capable of dragging the rebirth cauldron along.

The rebirth cauldron's origins are unknown. Some theorize it was created by a mad druid, as an act of revenge towards a human settlement that cleared the forest he was guardian of, others believe a druid wished to become closer to nature, but his creation went horribly wrong. Still others guess it came from an obscure other plane, picked up as a sapling and left to grow in the forest where it spread its seeds to the wind.

For all the mystery about its origins, its intent is clear- it has an inborn hatred for creatures of the flesh, and other plants that are not its servants (even other rebirth cauldrons). It sees them as weeds, stealing its nutrients (plants) and food (meat creatures), but can be used to gain more with the right 'training'. Its ultimate goal is to eliminate all weeds from 'its' world. Ironically, its behavior is much like a weed itself, choking other creatures dry for its own benefit. Pointing this out isn't conductive to one's well being.

It sees anything on the same plane as itself as something leeching its resources, and is more then happy to subject them to both mental and physical torture for it. It prefers to swallow live prey, so they experience the excruciating pain caused by the rebirth process. It also enjoys doing so in battle or to someone from a larger group, sending their former allies or friends against them.

It is massive, sitting 10 ft. high and it's petal body is 15 ft. wide in each direction. Its roots are spread as far as it's petals, individually too weak to use to fight but together are powerful enough to move it or trip creatures. Its small, center hole hidden in it's mane of petals is only 2 ft. wide normally, but expands to nearly the body's whole width to pull food in. It weighs 2.5 tons due to all the thick, gooey stomach acid sitting inside itself. Its long tongue is like a frog's, sitting in it's gullet until it is launched out. It can reach a massive 40 ft. away, is so sticky that it's nearly impossible to escape, and reattaches itself instantly when cut.

Rebirth Cauldrons cannot speak, but can see and listen despite having no visible means to. It understands Sylvan and Druidic.


The rebirth cauldron stays dormant at the beginning of combat, hiding in plain view while it's servants fight it's battle for it. Its allies will attempt to lure the enemies into its attack range, at which point it springs to life and tries to eat its enemies. Its ultimate goal is to make more servants, and will use swallow whole at every opportunity. It will usually take care to disarm an opponent before swallowing, making it more difficult to escape.

After gaining some able-bodied slaves, it will often build a hidden fortress built around the foliage of the fortress it's in. This serves to wear down intruders and allow it to stay hidden as they march back and forth through waves of servants, then bring those that have fallen (allied and enemy) back to life to further wear the group down. It will do it's best to divide the group and pick them off one by one.

Attract (Ex)

The rebirth cauldron is a flower, evil and intelligent though it may be. It constantly releases a heavenly aroma that grabs the attention of any creature not occupied with more pressing issues. When a non-Plant creature is within 150 ft. of the rebirth cauldron and not within a grapple or enemy creature's threatened square, it must make a fortitude save (DC 25) each round or be forced to move half their movement rate towards the rebirth cauldron. This is a compulsion effect, and the save is Con based.

Actions that require focus are difficult, due to the distracting aroma. When performing an action that would provoke an attack of opportunity, the non-Plant creature must make a Concentration skill check (DC 15) to do so.

Camouflage (Ex)

The rebirth cauldron looks like a perfectly normal flower when not moving. By remaining stationary, it may perform a Disguise check to pass itself off as a normal if very big flower without making any actual changes to its appearance, and may Hide even when there's nothing to hide behind.

Flororebirth (Su)

This ability activates when a living creature dies from the damage caused by a rebirth cauldron's swallow whole ability, or a dead creature that died within the last week and whose body is perfectly/near perfectly preserved is subjected to the rebirth cauldron's swallow whole. If in an anti-magic field or under a similar effect that negates (Su) abilities, this effect ignores it.

When 3 rounds pass after the activation of this ability, the dead creature is brought back to life and spat out onto an adjacent square (if the square is occupied, the creature occupying it is pushed away 5 ft. and takes 1d4+6 bludgeoning damage). The creature's alignment is now Neutral Evil (if intelligent enough to have an alignment), and it is now fanatically loyal to the rebirth cauldron, obeying all orders from it whether they want to or not.

The reborn creature retains all abilities it had in life, excepting abilities that would be lost as a result of the alignment change. Its type is changed to Plant, and if formerly a Humanoid or Monstrous Humanoid it gains the Augmented Humanoid sub-type. It gains Plant traits in place of whatever type traits it had before rebirth, and gains Sylvan as a bonus language if it did not already have it. Its appearance is mostly the same, but its skin will have a very minor green tint and flowers (matching the rebirth cauldron's color) grow from its hair. Lastly, it receives Regeneration as the rebirth cauldron.

The creature has a sort of link between itself and the rebirth cauldron. So long as it's on the same plane, it always knows where the rebirth cauldron is, its condition, and what it wants them to do. The rebirth cauldron can communicate telepathically with the creature, and can send commands over the link. This link can be dispelled, and entering an anti-magic zone breaks the link as well. The link renews itself after 5 minutes, and the creature will act on the rebirth cauldron's last orders, or if there are no orders, in its own self interest until the link is restored.

When the rebirth cauldron or the creature is killed, the link between the two is permanently broken. The link's permanent destruction, such as through death or other means, deals 1d3 intelligence drain and returns the creature's alignment to normal. Abilities lost from the alignment change are returned, and the creature regains its own will and old personality. However, all other changes remain in place.

Undead creatures and Constructs are unaffected by flororebirth. Creatures under the effects of flororebirth are living creatures, and immune to effects that only target undead, constructs, or objects.

Improved Grab (Ex)

To use this ability, a rebirth cauldron must hit a Large or smaller opponent 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 reel in. Rebirth cauldrons receive a +4 racial bonus on grapple checks, which is already included in the statistics block.

Reel In (Ex)

When grappling, the rebirth cauldron does not enter the target's space. It stays in the space it started the grapple, and can maintain the grapple from that spot. Instead, the rebirth cauldron may drag the grappled opponent up to 10 ft. closer to itself as a swift action that provokes attacks of opportunity.

The grappled opponent takes (1d4+6) bludgeoning damage for every 5 ft. of normal terrain they're dragged across, and (2d4+6) bludgeoning damage for every 5 ft. of difficult terrain or wall they're dragged across/up. The grappled opponent takes a -2 circumstance penalty to grapple checks to escape the grapple for every 5 ft. they're dragged until the end of their next turn.

Regeneration (Ex)

Fire and cold deal normal damage to a rebirth cauldron. If a rebirth cauldron loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Swallow Whole (Ex)

The rebirth cauldron can try to swallow an adjacent grappled or helpless opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 2d4+2 points of crushing damage plus 2d4+4 points of acid damage per round from the rebirth cauldron’s digestive juices. A swallowed creature can cut its way out by dealing 30 points of damage to the rebirth cauldron’s digestive tract (AC 16). Once the creature exits, regenerative action closes the hole; another swallowed opponent must cut its own way out. The rebirth cauldron’s gullet can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller creatures.


===Lore: Knowledge (Nature)===

26|The rebirth cauldron releases a heavenly aroma that compels creatures to approach it, where they fall victim to its powerful tongue. It disguises itself as a flower, and is capable of hiding in plain sight by holding still until a creature comes within range. Reveals Attract and Camouflage.

31|It was created by unknown means for a reason that has been lost to time. Once it gets hold of a creature, it disarms it and slowly drags it in with intent to swallow it. Its tongue is extremely adhesive and can pull creatures in like a fish on a line. Reveals Improved Grab, Reel In, Swallow Whole, and all feats.

36|Creatures that die in its gullet are reborn as thinking plant monsters in the image of their original form. It relies on these creatures to gather more servants for itself, in hopes of controlling the world. The creatures are linked telepathically to the rebirth cauldron, under it's control until it is destroyed. The physical changes, however, are not undone. In addition, the rebirth cauldron is highly durable and repairs itself quickly. Its only weaknesses (which is shared with it's servants) are Fire and Cold. Reveals Flororebirth and Regeneration.[/Table]

===Plot Hooks===

A large town has suddenly cut off ties with it's neighbors, and all soldiers sent to investigate disappear. When players reach the city, they find it abandoned, overrun by foliage and populated by a handful of crazed Druids. Their only clue is that they seemed to be preparing a festival for a flower related holiday, and a large stand in the center was reserved for the intended centerpiece.
The party crosses into a country embroiled in a massive civil war. The streets of every town they enter are dead silent, regardless of if they're abandoned or filled with people. Each faction of the war and the citizens of the controlled towns wear a specific color flower in their hair to symbolize their allegiances. They make no mention of their leaders or the location of their HQs.
A young lady wearing flowers all over her person begs the party to help find her daughter, mentioning she last saw her chasing after a wonderful smell. She is a powerful Druid, and offers her assistance to the party in finding it.
An insane man stumbles from the forest, rambling at the characters to run before it's too late. He claims that a flower is going to eat everyone, but is captured by a woman claiming to be his nurse. She says he was sprayed by a small plant creature and is suffering dementia from the poison, and offers to lead them to a town for rest.
A doctor appears from the crowd of a populated town, introducing himself and asking for the party's help. He's received several patients in the past few months that are suffering from a disease he can't seem to identify. It gives their skin a slight greenish tint, and makes flowers grow from their scalp. All of them have become aggressive, heal physical injuries swiftly, and attempt to get people to go into the forest. Expecting foul play, he asks for the party to escort him into the forest so he can find the source and develop a cure.
The party is hired to protect an expedition through the woods to settle a new town from bandits. As they deal with a group of easy bandits, people from the expedition start disappearing. A few return shortly after but most stay missing. Eventually, the attacks cease entirely, but disappearances increase. A large group of bandits and some of the missing people attack the expedition, some of which turn on the party, before being driven off. The party eventually meets with the bandit leader and his remaining men, who explain the cause of this being a rebirth cauldron and offer an alliance to slay the monster.
A mad man's army has turned the tide of a losing battle. His troops have become nearly impossible to kill and never tiring overnight. On top of that, he's found a way to convert captured and dead allies into his own soldiers. His enemies, unable to spare a single troop from the front lines, have hired a group of renown adventures from across the globe, asking them to find out what their many spies haven't been able to. The last message they received indicated the new troops are coming from a hidden fortress deep in the forest.

2010-10-18, 08:50 PM
They must have the Plant type, and if intelligent, an Evil alignment.
Just to point out, creatures of inteligence 1 or 2 are almost always Always Neutral.
Still...Here's my creature, the deadly (and uncreativly named):

"No, I'm serious. First, Vadania wandered over; she keeled over. Thamior dragged Vadania over and said that she was dead before collapsing. Suddenly the ground rose up; Kenthokk, in a rare moment of inteligence, yelled to run before the thing, made of roses and dirt, mauled him. They were terrifying, like Death's roses would be if he was a gardener. I know it sound crazy, but think: If I'd killed them like you claim, I'd have taken their gear and never shown my face around here again, wouldn't I have?"
-Amaryllis Leagallow, Halfling Rouge

Large Plant
Hit Dice: 3d8+18 (31 hp)
Initiative: +4
Speed: 30 ft (6 squares)
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +2/+13
Attack: Slam +9 (1d8+7)
Full Attack: 2 slams +9 (1d8+7)
Space/Reach: 10 ft/10 ft
Special Attacks: Improved Grab, Poisonous Scent, Rend 2d4+10
Special Qualities: Blindsight 50 ft, Flower Bed Disguise, Intoxicating Scent
Saves: Fort +9, Ref +1, Will -2
Abilities Str 25, Dex 10, Con 23, Int 1, Wis 4, Cha 2
Skills: Hide +6*
Feats: Improved Initiative, Weapon Focus (slam)
Environment: Temperate Plains
Organization: Solitary or field (2-4)
Challenge Rating: 5?
Treasure: None
Alignment: Always Neutral Evil
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: -

You see a field of lovely flowers, and feel a desire to stop and smell the roses.

Suddenly, the rose patch rises. It looks like a stooped-over humanoid form with no head, made of dirt and thorny vines, with the roses growing out of its back. Its arms are covered in barbed vines.
Deathroses are deadly but beautiful. They look like average, harmless roses until approached; those nearby feel drawn towards the beautiful flowers and their intoxicating scent. This scent is poisonous, capable of killing in less than a minute. If noticed or passed, a bed of deathroses will rise up and flay its prey to death.
Those scholars who believe in deathroses argue over it. Some insist that it is one of many plants who gather fertilizer in the form of bodies; others insist that they act far more cruelly than that suggests. They also wonder who, if anyone, created them. In general, though, it is agreed not to smell the roses.

Deathroses generally prefer to let their prey die from scent, not from mauling, but if they believe their prey is getting away, then they will rise. When they do so, they attempt to kill and/or maim as many creatures as possible.
A Deathrose's slam attacks deal bludgeoning and slashing damage.

Flower Bed Disguise (Ex): Deathroses at rest look like ordinary rose beds, perhaps with a few bones nearby. It takes a DC 25 Spot check to recognise a deathrose bed for what it is. Those who realise that the roses are not normal recieve a +5 bonus on saving throws against its intoxicating scent; those who are warned about it only get a +2 bonus.

Intoxicating Scent (Su): Whenever a creature with an Intelligence score comes within 60 feet of a deathrose bed, it must make a DC 20 Will save or be compelled to walk towards the deathrose bed and sit in it. Naturally, this puts it in range of its poisonous scent (see below). Any creature so compelled has -2 Dexterity and Wisdom as long as it remains within 60 ft of the deathrose bed and for 1d6 minutes thereafter, or until it is attacked or otherwise forced into a stressful situation. If the deathrose bed stands up and attacks, anyone under compulsion gets another saving throw with a +5 bonus. A successful saving throw allows the target to ignore the effects of that particular deathrose bed's intoxicating scent for 1d6 hours. The save DC is Constitution-based and includes a +3 racial bonus.

Poisonous Scent (Ex): Any creature within 10 feet of a deathrose bed is exposed to a poisonous scent. The poison has a Fortitude saving throw DC of 17 and an initial and secondary damage of: 3d6 Constitution damage, 1d10 Strength damage, and 1d4 damage to Inteligence, Wisdom, and Charisma. (The saving throw DC is Constitution-based.) This scent remains for 1d4 minutes per hit die of the deathrose bed upon its passing or death.

Skills: A bed of deathroses has a +10 bonus on Hide checks in fields or other areas with wildflowers, as long as it is disguising itself as a flowerbed.

NOTE: The terms "bed of deathroses" and "deathrose" are used interchangably. They mean the same thing.


Little is known of deathroses, but Knowledge (nature) and Knowledge (local) checks can reveal the following information:

Knowledge (nature):
7-|Whatever these are, you know that you should avoid them, seeing as they just mauled you.
8|This is clearly some kind of magical plant, with a magical scent.
18|These sound like a kind of plant you've heard of-deathblossoms or something like that. They have a deadly scent.
28|These are deathroses, which are apparently normal roses that extrude a scent that compels the smellers to approach-where they are killed by the smell or else by the thorns of the beast,[/table]

Knowledge (local):
17-|You have no idea what that was. Except, of course, bad news.
18|You've heard rumors of deathroses like these. They tend to not leave more than one or two survivors.
23|(continued) Supposedly, to smell them is bad.
28|(continued from 15) Their smell draws people in-then they strike!
33|(continued) Not only can they maim people with thorns, their scent is deadly. You've heard of some halfing, Amarilis or something like that, who claimed it killed the entire rest of her adventuring party on some road that's not traveled much.[/table]
(DCs increase by 5 if the deathroses are recognized as not normal roses.)

Note: I am aware that the Lore DCs are not entirely "normal." The (local) ones are harder than normal, because you only know rumors. The DC to determine that it's probably magical is low, because it's quite obvious that it's not exactly normal. And finally, since they are supposed to be rare, and only a few victims survive, I have increased most DCs by 5. (The "mauled" and "bad news" comments are not serious.)

"Thank goodness. I was afraid I'd never find anyone." Amaryllis sighed. The wizard was always hardest to replace.
I'll prove it, thought Amaryllis. I'll prove my innocence, and get a new group of allies, and even replace my gear! Amaryllis always tries to look on the bright side, even when there is none. Such are halflings...prefered victims of deathroses.

2010-10-20, 10:32 PM
Better late than never, it's a truly sinister mushroom.

Thanatheos Deathcap
The Thanatheos mushrooms left in the wake of a Deathcap
Large Plant
Hit Dice: 16d8+144 (216 hp)
Initiative: +5
Speed:) 30 ft. (6 squares)
Armor Class: 31 (-1 size, +5 Dex, +13 natural, +4 armor), touch 14, flat-footed 26
Base Attack/Grapple: +12/+23
Attack: +1 keen profane* bastard sword +18 (2d8+12+1d6 and fungal infestation/17-20) or claw +17 (1d6+7 and fungal infestation)
Full Attack: +1 keen profane* bastard sword +18/+13 (2d8+12+1d6 and fungal infestation/17-20) or 2 claws +17 (1d6+7 and fungal infestation)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fungal body, fungal infestation, spell-like abilities
Special Qualities: Cold immunity, damage reduction 10/good and bludgeoning, plant traits, negative power source, tremorsense to 100 ft.
Saves: Fort +19, Ref +10, Will +10
Abilities Str 24(+7), Dex 20(+5), Con 28(+9), Int 22(+6), Wis 20(+5), Cha 24 (+7)
Skills: Concentration +27, Hide +23, Intimidate +25, Knowledge (Arcana) +24, Knowledge (Local) +14, Knowledge (The Planes) +24, Listen +23, Move Silently +23, Spellcraft +26
Feats: Ability Focus (Fungal infestation), Combat Expertise, Combat Reflexes, Corpsecrafter*, Power Attack, Violate Spell-Like Ability**
Environment: Any
Organization: Solitary or with 2d10 Infested
Challenge Rating: 15
Treasure: Standard and large +1 keen profane bastard sword
Alignment: Always Neutral Evil
Advancement: 17-32 (Large), 33-48 (Huge)
Level Adjustment: –

This imposing figure is half again the height of a tall man, yet as thin as an emaciated elf, and clad in voluminous black robes that cast its features into shadow. The only colors to be seen anywhere on its body are light gleaming off the long sword it grasps in both hands and faint white shapes, too big to be eyes, in the depths of its hood. As it advances, swinging its sword in a deadly figure-eight, a precipitous gust of wind blows open its robe to reveal its true form. At first glance it seems to be a skeleton, but unlike any you have ever seen. Most notably, it is covered in the swirling hyphae of mushrooms; with black and white speckled caps protruding from its eye sockets, the gaps between its ribs, and any other open place on its body. A fine mist of spores trails behind it, but there is little time to consider them as the sword strikes.

Death comes to all things eventually, even the immortal. No matter how strong you are, and even should you never die naturally, it is impossible to escape death. Gods are no exception; and just like with mortals, when a god dies its corpse is eventually subsumed by nature. In rare cases though, gods who are evil or overly associated with negative energy will find their corpses giving root to a variety of sentient and thoroughly evil fungus. Unlike most evil fungi, as rare as those are, this variety, the Thanatheos, produces fruiting bodies that are both mobile and naturally possessed of weaponry and supernatural abilities. Once the population of mature Deathcaps reaches a critical mass of around twenty individuals, they plane shift away in groups of one or two to spread their fungus through worlds on the Material Plane.

Deathcaps are canny fighters who are used to operating in a covert role with little support from their fellows and are not above employing skullduggery until they manage to obtain a large enough force of infested victims to strike openly. They will attempt to take down their foes as quickly as possible using all the resources at their disposable, as ideally they won’t be experiencing serious fights very frequently. Wounded foes will occaisionaly be allowed to escape to population centers, at which point the infestation will take effect so as to rapidly spread the infestation. If injured, they will escape under Invisibility and use their Inflict Serious Wounds spell-like ability to heal; failing that they will use Heal when gravely injured.

Fungal aura (Ex): The mushrooms that form the bulk of a Deathcap’s volume emit a constant spray of spores that rapidly take root in both the bodies of the dead and those who breath them in. Anyone breathing within 30 ft. of a Deathcap must make a Fortitude save at DC 17 (10+Charisma modifier) every round or be nauseated as mushrooms from a coughing fit, with success inducing sickness. This lasts for 2d6 rounds or until they receive a Lesser Restoration or better.

Fungal Infestation (Ex): As unnerving as the trail of mushrooms that Deathcaps leave behind them can be, the effects that they can produce with their fungi far outstrip them. Anyone wounded by a Deathcap’s sword must make a DC 27 Fortitude save (Charisma based) or contract an extraordinarily painful and likely terminal case of poisonous mushrooms growing in every vital organ in his or her body.

This takes 1 minute to take effect, at which point the Deathcap can trigger it as a Free Action from any distance. It deals 1d8 points of damage to every stat every round until cured. A new save is allowed every round to delay the effects by one round. Should any stat reach 0, black capped mushrooms will erupt from the victim's body, killing the victim instantly, and giving its body the fungal aura ability.

12 hours later, the corpse re-animates.*

*If you have the Book of Vile Darkness, use the rules for creating Bone Creatures. However, the new undead creature should have no Intelligence score and gains both Fungal Aura and Fungal Infestation. It should also be adjusted for its ability scores and hit dice. If you do not have the Book of Vile Darkness use the skeleton template.

The Infestation can be cured through either a Greater Restoration spell, which requires the caster to beat the Deathcap in an opposed caster level test, or through Wish, Miracle, Reality Revision, or any similarly powerful spell or power, which works automatically.
Negative Power Source (Ex): Although technically plants, Deathcaps have much in common with the Undead and as such share their ability to be healed by negative energy. Note that, as they are still plants, positive energy heals them as well.

Spell-like Abilities: At will-detect good, dispel magic, entangle (mushrooms), fly, inflict serious wounds, invisibility, 3/day-greater invisibility, teleport, 1/day-blasphemy, finger of death, harm, 1/year-plane shift. Caster level 16, save DCs are Charisma based.

* Libris Mortis
** Book of Vile Darkness


- Optional -

{table="head"]Knowledge (The Planes) DC|Result
26|This is a Thanatheos Deathcap, the fruiting body of an extraplanar fungus. Reveal plant traits and damage reduction
31|The weapons of a Deathcap spread spores that turn victims into incubators for its fungi. Reveal Fungal Infestation and Fungal Aura.
36|Only the most powerful healing magics are certain to be able to cure an infestation.
41|The Thanatheos fungus grows on the bodies of evil gods and is linked very closely to negative energy. Reveal Negative Power Source and all spell-like abilities that use negative energy.
46|Reveal all remaining information [/table]

Adaptation: If you do not have Libris Mortis, replace the Profane enchantment with Unholy and the Corpsecrafter feat with Improved Initiative. If you do not have the Book of Vile Darkness replace Violate Spell-Like Ability with Combat Expertise.

The Vorpal Tribble
2010-10-22, 06:06 PM
Poll is up, thanks to Glyphstone. I'm going to say ok to chatter in this thread after polls are up so we don't have to make extra threads.

The Vorpal Tribble
2010-10-24, 03:10 PM
Catnip got your tongue? :smallamused:

2010-10-24, 09:28 PM
They're probably just holding their breath as they watch the poll results. Not much to say, since advice/commentary can't be put to use in editing the entries now that the poll is up.

I'm amazed at how well I'm doing. Tied for second is great for my first monster competition/third monster ever, right? Edit: Third place, now. Still.

2010-10-25, 01:19 AM
Certainly better than me, this is my third entry and I have yet to place in even the top 50% of votes.

The Vorpal Tribble
2010-10-26, 04:59 PM
Always pretty hit and miss in these competitions. There was one fellow who won three in a row, then never even got in top 3 again.

Then total newcomers often come in and wins.

Then again, may be like when I entered into my first contest here (when official admin-run homebrew competitions happened monthly). Got first place. But then, I'd been doing that kind of thing for years on Wizards so had experience, even if I was new to the forums.

2010-10-26, 11:00 PM
Voting is so subjective that it doesn't seem fair to discuss it after the fact. More importantly, I don't have the time and energy to devote to this.

You can have the most well-written and adroitly statted monster and still lose to one that just captures the imagination of the voters, regardless of how poorly designed or written. I can fix your mechanical errors. It's a lot harder to show the qualitative errors that go along with monster creation. Also, those are the ones that authors are most resistant to change. Most people really don't handle criticism as well as they think they do.


2010-10-26, 11:29 PM
I hope to have time again for the contest someday.

I always still vote tho

2010-10-27, 08:13 AM
I hope to have time again for the contest someday.

I always still vote tho

I take it you mean "win again" there, Bhu :smalltongue:

Morph Bark
2010-10-27, 08:16 AM

Well, this is encouraging.

2010-10-27, 01:17 PM

Well, this is encouraging.

There were a lot of entries this time around, and many were pumpkin based. Dont be disheartened you did well, you're just in a crowded playing field.

2010-10-27, 02:09 PM

Well, this is encouraging.

Yours was my second choice, actually. Don't get discouraged, you just got lost in the crowd this time around.

Though why the same didn't happen with the Great Pumpkin (also fantastic, probably my third choice) is beyond me. Charlie Brown reference in the name? Awe-inspiring page-stretching artwork?

EDIT: There's also the fact that it wasn't one of the front runners by the time the leading choices started reaching high vote counts. If a person likes something but it's very far behind in the poll, they may choose something else to vote for so they don't feel their vote was 'wasted'.

The Vorpal Tribble
2010-10-31, 10:59 AM
12 more hours of Hallow's eve before the clock strikes and these hellish spores are loosed to spread...

The Vorpal Tribble
2010-11-01, 11:37 AM
We have a tie! For such an occasion I have reserved my vote. I missed it when going over, but The Great Pumpkin has none of its flavor text which is required to be a complete entry in this competition.

As such, my vote goes to PersonMan's all-conquering cud, the Doom Moss.


2010-11-01, 01:00 PM
I missed it when going over, but The Great Pumpkin has none of its flavor text which is required to be a complete entry in this competition.

...holy crud, how did I miss that? Good thing I voted for Doom Moss.

So does this mean I'm second by default, since the GP isn't a complete entry?

Congrats to PersonMan on his win.

2010-11-02, 06:34 AM
Awesome. I'll be looking forwards to the next contest. I think I'm going to be doing these more often.