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Ekeralos
2007-07-17, 03:28 PM
Cyrian Root
Medium Plant
HD 2d8+4 (13 HP)
Speed 0 ft. (0 squares);
Init: +1
AC 13; touch 11; flat-footed 12 (+1 Dex, +2 Natural)
BAB +1; Grp +2
Attack Bite +2 (1d4+1)
Full-Attack Bite +2 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks hypnotic pattern, drain
Special Qualities blindsight 30 ft, plant traits
Saves Fort +4 Ref +1 Will +0
Abilities Str 12, Dex 13, Con 14, Int -, Wis 10, Cha 12
Skills -
Feats -
Environment Any Underground
Organization Solitary, Pair, or Garden (3-5)
Challenge Rating 1
Treasure None
Alignment Always Nuetral
Advancement 3-6 (Medium);
Level Adjustment -

In the corner of the cavern is a large plant about 4 ft in height. The stem is 2 ft in diameter and a dark green color. You can see from the torchlight that the petals are covered in a strange alternating pattern that seems to change every few seconds. The red leaves are fascinating and you can't help but move towards the strange plant...

Cyrian Roots are deadly plants that inhabit the Underdark. Due to the lack of sunlight and water they must feed on meat in order to survive. The Cyrian Root captivates it's foes and then proceedingly drains them. They often kill unwary travelers of the Underdark, and their most common food source is Goblins, who are more vulnerable to the plant due to their low willpower. Some associate the the plants vampiric abilities with Cyras, god of Death, which is where th plant gets it's name.

Hypnotic Pattern (Su) When a Cyrian Root wills it to be so, all creatures (other than Cyrian Roots) within a 30-foot-radius spread must succeed on a DC 11 Will save or become captivated. This is a mind-affecting ability. A creature that successfully saves cannot be affected again by that same Cyrian Roots hypnotic pattern for 24 hours. The save DC is Charisma-based.

A captivated victim walks toward the Cyrian Root, taking the most direct route available. If the path leads into a dangerous area, that opponent receives a second saving throw. Captivated foes can take no actions other than to avoid attack. A captivated victim within 5 feet of a Cyrian Root stands there and offers no resistance to the creature's attacks. The effect continues for 1d4+1 rounds. A bard's countersong ability allows a captivated victim to attempt a new Will save.

Drain (Su) An opponent hit by a Cyrian Roots bite attack takes 1d4+1 hp damage and the Cyrian Root gains that much in temporary hp.The temporary hp lasts up to an hour.

Spitting Cyrian Root
Medium Plant
HD 5d8+10 (32 HP)
Speed 0 ft. (0 squares);
Init: +2
AC 15; touch 12; flat-footed 13 (+2 Dex, +3 Natural)
BAB +3; Grp +4
Attack bite +4 (1d4+1) or Acid Spit +5 ranged touch attack (3d8 acid)
Full-Attack bite +4 (1d4+1) or Acid Spit +5 ranged touch attack (3d8 acid)
Space 5 ft.; Reach 10 ft.
Special Attacks hypnotic pattern, drain
Special Qualities blindsight 30 ft, plant traits
Saves Fort +5 Ref +3 Will +1
Abilities Str 12, Dex 14, Con 14, Int -, Wis 10, Cha 14
Skills -
Feats -
Environment Any Underground
Organization Solitary, Pair
Challenge Rating 3
Treasure None
Alignment Always Nuetral
Advancement 6-10 (Medium);
Level Adjustment -

More deadly than standard Cyrian Roots, the spitting variation uses acidic spit and a longer and more flexible stem to bring down it's foes.

Hypnotic Pattern (Su) When a Spitting Cyrian Root wills it to be so, all creatures (other than Cyrian Roots) within a 30-foot-radius spread must succeed on a DC 13 Will save or become captivated. This is a mind-affecting ability. A creature that successfully saves cannot be affected again by that same Spitting Cyrian Roots hypnotic pattern for 24 hours. The save DC is Charisma-based.

A captivated victim walks toward the Spitting Cyrian Root, taking the most direct route available. If the path leads into a dangerous area, that opponent receives a second saving throw. Captivated foes can take no actions other than to avoid attack. A captivated victim within 5 feet of a Cyrian Root stands there and offers no resistance to the creature's attacks. The effect continues for 1d4+1 rounds. A bard's countersong ability allows a captivated victim to attempt a new Will save.

Drain (Su) An opponent hit by a Cyrian Roots bite attack takes 1d4+1 hp damage and the Cyrian Root gains that much in temporary hp.The temporary hp lasts up to an hour.

Cyrian Spider
Small Vermin
HD 2d8+2 (11 HP)
Speed 30 ft. (6 squares); climb 20 ft
Init: +3
AC 15; touch 14; flat-footed 12 (+3 Dex, +1 Size, +1 natural armor)
BAB +1; Grp -5
Attack Bite +5 (1d4-2 plus poison)
Full-Attack Bite +5 (1d4-2 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks poison
Special Qualities darkvision 60 ft, vermin traits
Saves Fort +4 Ref +3 Will +0
Abilities Str 7, Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills Climb +11, Hide +11*, Jump -2, Spot +4
Feats Wpn Finesse
Environment Any Underground
Organization Solitary plus one Cyrian Root
Challenge Rating 2
Treasure None
Alignment Always Nuetral
Advancement 3-4 (Small); 5-6 (Medium);
Level Adjustment -

As you approach the shimmering plant, a one of the petals moves independently of the plant and leaps upon you. You see it is actually a large spider trying to sink its red fangs into your flesh.

Cyrian Spiders resemble the petals and stem of the Cyrian Root and often wait on them in order to ambush prey. The two creatures have a symbiotic relationship. The spider poisons it's prey incapacitating it, making it easier for both creatures to eat, while the plant brings prey closer eliminating the spiders need to hunt down food.

Poison (Ex) A Cyrian spider has a poisonous bite. A creature bitten by the spider must make a Fortitude Save DC 12 or be poisoned. The initial effect of the poison is unconciousness for 1d2+1 minutes. The secondary effect is unconciousness for 1d2 hours. This save DC is constition-based.

Skills: A Cyrian spider has a +4 on Hide and Spot checks, and a +8 on Climb checks. A Cyrian spider can always choose to take 10 on a Climb check, even when rushed or threatened. They use their Strength or Dexterity scores for Climb checks, whichever is higher.
*It also receives a +8 bonus to Hide when on or adjacent to a Cyrian root.

New Poison
Cyrian Spider Venom: Fort DC 12 initial dmg: 1d2 minutes of unconciousness secondary dmg: 1 hour of unconsiousness Cost: 45 gp

KazilDarkeye
2007-07-17, 06:06 PM
This looks fairly nice (no pun intended), but I think there could be varients of the spitting Cyrian (poison spitter, mind control dust spitter? e.t.c).

Also it would help to have a bite attack if they feed on flesh. Maybe the larger ones could Swallow Whole.

Ekeralos
2007-07-17, 11:32 PM
Variants:
Poison Spitter (as Spitting Cyrian Root)
Attack +5 ranged touch atk (poison)
Poison: Fort DC 14 upon contact initial damage: blindness for 1d4+1 hours secondary damage: 1d4 Dex

Cyrian Bloom
Large Plant
HD 8d8+32 (68 HP)
Speed 0 ft. (0 squares);
Init: +0
AC 14; touch 9; flat-footed 14 (-1 size, +5 natural armor)
BAB +6; Grp +15
Attack Bite +10 (1d6+5)
Full-Attack Bite +10 (1d6+5)
Space 5 ft.; Reach 15 ft.
Special Attacks hypnotic pattern, drain, create spawn, improved grab, swallow whole
Special Qualities blindsight 60 ft, plant traits
Saves Fort +10 Ref +2 Will +2
Abilities Str 20, Dex 11, Con 18, Int -, Wis 10, Cha 14
Skills -
Feats -
Environment Any Underground
Organization Solitary or Garden (1 Cyrian Bloom plus 2-6 Cyrian Roots plus 3-4 Cyrian Spiders)
Challenge Rating 6
Treasure None
Alignment Always Nuetral
Advancement 9-12 (Huge);
Level Adjustment -

Due to it's long thick and ropy stem, a Cyrian Root has incredible reach, and it often drains and then proceedingly swallows it's victims.

Hypnotic Pattern (Su) When a Cyrian Bloom wills it to be so, all creatures (other than Cyrian Roots) within a 30-foot-radius spread must succeed on a DC 16 Will save or become captivated. This is a mind-affecting ability. A creature that successfully saves cannot be affected again by that same Cyrian Blooms hypnotic pattern for 24 hours. The save DC is Charisma-based.

A captivated victim walks toward the Cyrian Bloom, taking the most direct route available. If the path leads into a dangerous area, that opponent receives a second saving throw. Captivated foes can take no actions other than to avoid attack. A captivated victim within 5 feet of a Cyrian Root stands there and offers no resistance to the creature's attacks. The effect continues for 1d4+1 rounds. A bard's countersong ability allows a captivated victim to attempt a new Will save.

Drain (Su) An opponent hit by a Cyrian Blooms bite attack takes 1d6+5 hp damage and the Cyrian Bloom gains that much in temporary hp.The temporary hp lasts up to an hour.

Create Spawn (Su) Any victim that is slain by a Cyrian Bloom is immediate absorbed into the ground and requires a DC 20 Strength check to free. Otherwise that person transforms into a Cyrian Root 1d4+3 rounds later.

Improved Grab (Ex)To use this ability, a Cyrian Bloom must hit with it's bite atk. 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 swallow the victim the next round.

Swallow Whole (Ex) A Cyrian Bloom can try to swallow a grappled opponent of a smaller size than it by making a successful grapple check. Once inside the opponent takes 1d8+5 points bludgeoning damage plus 4 acid damage from the plant's digestive fluids each round. A swallowed creature can cut it's way out by 13 points of damage to the gizard (AC 12) with a light slashing or piercing weapon. Once the creature exits, muscualr action closes the hole; another swallowed creatur must cut it's way out. A Large Cyrian Bloom can hold 1 Medium, 4 Small, 32 Tiny, or 128 Fine opponents in it's gizard at one time.

DragonTounge
2007-07-17, 11:38 PM
I think the attack should be +10. +6 BAB, +5 str, -1 size. 6+5=11-1=10.

I also think it should be a +32 for hit dice. +4 con, 8 HD. 4x8=32. That would boost the average hit points to 68 or something like that (not the best with average hit points.). (The Cyrian Bloom)

Let every one know that it was this post that I became a dwarf!:durkon:

DragonTounge
2007-07-18, 12:28 AM
How come none the plants have feats. Even though they have no intellegence score they should still have feats.

Ekeralos
2007-07-18, 12:34 AM
I assumed nonintelligent creatures lacked feats, except for bonus feats (Weapon Finesse for Monsterous spiders [or in this case Cyrian spiders] being a prime example). I might give Ability focus and Weapon Finesse and or Focus because the Cyrian Root (the original) seems a little lacking in the atk and special ability department. Though I see this easily taking out warrior-types and rogues with ease. At least level one characters.

Edit: Actually non-intelligent plants don't have feats. I think it's to counterbalance all of their immunities.

DragonTounge
2007-07-18, 01:18 PM
Ah... I didn't know that. Well, nobodies perfect.