BasilicaNero
2020-01-07, 12:13 PM
https://i.imgur.com/x2FogjE.jpg https://i.imgur.com/Opx80nn.jpg
I am currently the DM for a long running game (off and on for 8+ years). I took over for our 'forever DM' a little while ago and in an effort to give as close to a true player experience to him as possible so I try very hard to not ask him for help and I have been doing pretty well.
The current party is a party of 4, all at 8th level and are nearing the end of a long dungeon crawl. They have been clearing an ancient druid temple/fortress currently serving as a base for bandits who have harnessed a powerful artifact to allow them to teleport. At the top of the Fortress they will find the source of that power is actually being harvested from an ancient slumbering Living Tree which possessed (possesses) the ability to planehop.
I have never built a custom monster before so this is my first attempt. I have built a model for the creature and here are two pictures of it for inspiration and scale.
The encounter will involve them facing off against the remnants of the bandit gang forming a last stand at the top of the fortress. If certain conditions are met the tree (which is also up there) will awaken. The party will have options for how they handle the encounter such as allying themselves with the tree or possibly fight it so I need the tree fully statted out. It's main schtick is that its has no move speed: its roots run deep throughout the fortress and the party has encountered the roots on every level.
I used a post here called " 3.5 Monster Making for the Feeble Minded" as my guide.
Any advice or encouragement is appreciated:
Original Stat Block:
Mournfallow, the Great Tree
Gargantuan Plant Outsider (Extraplanar)
Hit Dice 12D8 (147)
Speed 0 ft. (0 squares)
Initiative: +0
Armor Class 20 (+10 Natural); touch 10; flat-footed 20
Base Attack/Grapple +9 / +27
Attack Slam +14 (3d6+6) x2 B
Full-Attack Full attack +14/+9
Space 20 ft.; Reach 25 ft.
Special Attacks Slam (3d6+6 B), Claw Swipe 2d6+6 x2 S (15 ft. line), Improved Grab +27, Constrict (1d12 +6) x2, Throw Object +9 (2d6 +6) x2.
Has access to these spell-like abilities: Hibernation, Teleport Object 3/day, Entangle 5/day, Stone Spikes 5/day, Warp Wood 7/day, Ironwood 3/day, Root 5/day
Special Qualities Damage Reduction 5/Fire, Spell resistance 15, Natural Armor +10, Outsider Traits (Darkvision 60 ft., Soulless (immune to raise dead, reincarnate, e.g.) Plant Traits (Low-light vision; Immunity to all mind-affecting effects; Immune to sleep effects, poison, paralysis, polymorph, and stunning; Immune to critical hits).
Can choose to cast its spells as a move action.
Saves Fort +13 Ref +0 Will +12
Abilities Str 22, Dex 10, Con 22, Int 18, Wis 20, Cha 16
Skills
Feats Improved Grapple, Snatch
Environment Temperate Forest
Organization Solitary, Grove (2-6)
Challenge Rating 12
Treasure X gold; X gems; X art; X magical items
Alignment Neutral
Languages Speaks Druidic, Terran
Advancement -
Favored Class - Druid
Level Adjustment -
Combat The tree is not naturally from this plane and it prefers to spend its time in a self-induced hibernation. Ancient druids communicated with it while hibernating and were able/allowed to tap into its extensive energies to create vast teleportation network between the tree and various saplings from that tree which they had planted.
It may choose to awaken from hibernation when prompted either by taking 10 or more damage from any single source or if a spell of 4th level or higher was cast within 120 of it. If awoken is automatically enraged and will attack any non-plant, non-construct, non-fey on sight. The tree likes to grab and throw things. As it cannot move it will focus on anything within its impressive reach first.
If attacked with fire it casts Ironwood on itself.
If there are no enemies in range it will cast black vines to try to herd enemies toward it. If there are seige weapons coming to bear or particularly talented archers targeting him he will counter with warp wood. If faced with flying opponents it will throw stones, earth, broken trees, or anything else it can reach in an attempt to knock them to the ground. It may even attempt to teleport particularly troublesome enemies into reach and then crush them.
If dropped below 20% of its max health it will cast Ironwood and Hibernation on itself.
Root – The tree summons its roots to burst through the earth’s surface and attempt to any target within a 10 ft square target area must make a DC 15 Reflex save or be immobilized. Strength DC 20 to break free. Can target burrowed enemies but not flying enemies.
Snatch - The creature can start a grapple when it hits with a claw or bite attack, as though it had the grab ability. If it grapples a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage with a successful grapple check. A snatched opponent held in the creature's mouth is not allowed a Reflex save against the creature's breath weapon, if it has one.
The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6×10 feet, and takes 1d6 points of damage per 10 feet traveled.
Teleport Object – As an outsider who used to planehop it is now rooted into the mountain and can no longer teleport (unless it wants to seriously injure itself). It can still tap into that talent however. If it is being attacked by an enemy it cannot reach it may simply teleport a large or smaller target to a square within 10 feet of its base. DC 17 reflex save negates.
Hibernation – The tree enters a hibernation state. It can take no actions and make no saving throws. The tree gains a sanctuary effect: opponents must make a will save (DC 15) in order to make attack rolls against it. Health regen 5/fire. It now takes all damage except fire as non-lethal and regenerates 5 nonlethal per round.
Here is my second attempt (extra special thanks to: debihuman, nonsi, and rferries) :
I have looked at all the comments and suggestions provided and tried to revamp what I had. I am feeling a lot better about it as a more comlete and balanced build. Still not done with it though! Very open for more feedback and ideas and criticisms! I have at least a few weeks to go before the session where they meet this guy so I have plenty of time to make it right!
Some comments have mentioned some concerns in general about the setup and I will say that there are many hints that talking to the tree and allying with it is an option (among other options the party has discussed). I hope to provide an encounter where in order to survive or succeed that the party needs to be clever and make at least a temporary alliance (or manipulate multiple factions to duke it out first) as there will be multiple factions at play when the moment comes.
It's hard to compress months and months of the party's interactions and the backstory and clues I've littered throughout this campaign into quick concise sentences to give you guys the full picture. But this party always weighs their options and are tactically sound (usually!). The idea of talking to the tree once they realize its alive will definitely occur to them (between the clues Ive given them and therir own temperment).
Mournfallow, the Great Tree
Gargantuan Plant Outsider (Extraplanar)
Hit Dice: 17d8+102 (178 hp)
Initiative: +0
Speed: 0 ft.
Armor Class: 20 (+14 natural, -4 size), touch 6, flat-footed 20
Base Attack/Grapple: +9/+27
Attack: Claw +14 melee (3d6+6) or Throw Rock +11 (2d6+6)
Full Attack: 2 Claws +14 melee (2d6+6)
Space/Reach: 25 ft./35 ft.
Special Attacks: Baleful teleportation, claw swipe, constrict 2d6+6, snatch, rock throwing, root, spell-like abilities
Special Qualities: Darkvision 60 ft., Hardness 5, Hibernation, low-light vision, plant traits, outsider traits, rapid magic, spell resistance 15
Saves: Fort +13, Ref +0, Will +12
Abilities: Str 22, Dex 10, Con 22, Int 18, Wis 20, Cha 16
Skills: Concentration +15, Diplomacy +5, Knowledge (nature, the planes) +15, Listen +12, Sense Motive +15, Spellcraft +19, Survival +6 (+8 aboveground or on other planes) Hide +10 (in forest)
Feats: Snatch, Improved Snatch, Multisnatch, Brutal Throw, Power Throw, Power Attack, Cleave, Great Cleave
Environment: Temperate Forest
Organization: Unique
Challenge Rating: 12
Treasure: Triple standard
Alignment: Neutral
Advancement: -
Level Adjustment: -
Your party falls back in awe and terror as the mighty tree suddenly stirs to life, an eerie emerald radiance spilling from the creatures eyes and mouth as they open from what was featureless bark just moments before.
The creature is clearly angry and not of this world, yet you sense a certain pitiable loneliness about it...
Originally from another plane, Mournfallow was forced to flee by a great war with a fiery unnamed enemy. As a refugee in hiding it spends it’s time in a self-induced hibernation. Ancient druids communicated with it while hibernating and were able/allowed to tap into its extensive energies to create a vast teleportation network between the tree and various saplings from that tree which they had planted. In exchange for this knowledge and power they built a great temple fortress into a cliff beneath and around the tree so they could provide Mournfallow the sanctuary it had been searching for.
That was long ago, and now those who venture into the highest layer of the great ancient temple may find themselves in the presence of this great tree as it slumbers. Perhaps it would be best to let it alone…
Although Mournfallow is always furious at being awoken, it may be possible to negotiate with the creature. When first awoken a DC 15 Diplomacy check can be used to prevent it becoming enraged. Slaying the tree will instantly close all active portals drawing from it.
Mournfallow speaks Druidic, Terran, Elven, Sylvan, and Ignan. You take a +5 bonus to charisma based checks when speaking to Mournfallow in Druidic and a -5 bonus to charisma based checks while speaking in Ignan. The first time you speak to Mournfallow in Ignan you must make a Diplomacy check to prevent him from becoming enraged, DC 12.
Combat
When first awoken Mournfallow is automatically enraged and will attack any non-plant, non-construct, non-fey on sight. As it cannot move it will focus on anything within its impressive reach first then resort to throwing things. It will try to grab and smash things.
If attacked with fire it casts ironwood on itself.
If there are no enemies in melee range it will cast overlapping instances of entangle and stone spikes to try to herd enemies toward it. Then, especially if faced with flying opponents, it will throw stones, earth, broken trees, or anything else it can reach. It may even attempt to teleport particularly troublesome enemies into reach and then crush them.
If reduced below 35 hit points it will cast ironwood on itself and reenter hibernation.
Mournfallow's natural weapons, as well as any weapons it wields, are treated as magic weapons for the purpose of overcoming damage reduction.
Baleful Teleportation (Su)
Once a planeshifting entity that travelled the cosmos freely, Mournfallow has now extended its roots too deeply into the mountain and can no longer plane shift without risking serious harm to itself. However, it can still tap into its old teleportation powers. As a move action Mournfallow may target any creature within 1000 and teleport them to within 10 feet of Mournfallow's space. Mournfallow may use this ability three times per day. A DC 19 Will save negates this effect. The save DC is Charisma-based.
Claw Swipe (Ex)
As a full-round action Mournfallow can lash out with its branch-like claws, dealing 1d6+6 points of slashing damage to all creatures in two 15-ft. lines. A DC 22 Reflex saving throw negates. Can only start grapple from Snatch feat on last enemy hit in the line.
Constrict (Ex)
Mournfallow deals 2d6+6 on a successful grapple check. This is in addition to the claw damage from the Snatch feat.
Hardness (Ex)
Mournfallow is as hard as wood, reducing damage by 5. Electrical and ranged weapon attacks (other than siege weapons and similar attacks) deal half damage to the creature; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damage to the creature; divide the damage dealt by 4 before applying the hardness. Fire damage ignores this hardness.
While under the influence of an ironwood effect, Mournfallow's hardness improves to 10 and all fire damage dealt to it is halved before applying the hardness.
Hibernation (Su)
As a move action Mournfallow can enter into a regenerative trance. While hibernating the creature cannot take actions, is unaware of its environment, and automatically fails all saving throws. However, it also gains regeneration 5. This regeneration is overcome only by fire damage.
Mournfallow can be communicated with in this state using a speak with plants effect or something similar. He may also choose to awaken from hibernation when it sustains 10 or more damage from a single source or when a spell of 4th level or higher is cast within 120 ft. of it.
Improved Snatch (Ex)
If Mournfallow hits with a claw or bite attack, it automatically attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a grapple on a creature two or more size categories smaller than itself, it will squeeze each round for automatic claw damage. As a free action, it can drop a creature it has snatched, or it can use a standard action to fling it aside. A flung creature travels up to 50 feet (and takes 1d6 points of damage for each 10 feet travelled when it lands).
Multisnatch (Ex)
When grappling an opponent with only the part of your body that made the attack, you take only a —10 penalty on grapple checks to maintain the hold (instead of -20).
Rock Throwing (Ex)
The range increment is 180 feet for Mournfallow’s thrown rocks (or whatever detritus comes to hand) for 3d6 + 6 damage.
Root (Su)
As a move action, Mournfallow may summon roots from the earth to bind its foes. All earthbound enemies in a 10-ft. square within 60 ft. of the creature must make DC 19 Reflex saves or be held immobile by the roots until freed or until they break loose with a DC 19 Strength check. Mournfallow may use this ability five times per day. The save DCs are Charisma-based.
Rapid Magic (Ex)
Being unable to move he has learned to use many of its abilities very quickly to compensate allowing Mournfallow may use each of its spell-like abilities as a move action.
Spell-Like Abilities (Sp)
7/day - warp wood (DC 15); 5/day - entangle (DC 14), spike stones (DC 17); 3/day - ironwood. Caster level 12th. The save DC is Charisma-based.
Lesser Plane Shift (Sp)
After channeling for 1d4 rounds, Mournfallow may teleport to another plane as the spell Plane Shift. His roots are dug into the mountainside, and planehopping severs these deep roots, injuring the Great Tree for 10d8 damage. As a move action Mournfallow may reduce this damage by slowly preparing himself for the spell by carefully detaching or retracting these deep roots. He may reduce this damage by 1d8 for every round he prepares.
Below is my (Edited) third attempt (after more great input from rferries, nonsi, and debihuman - Thank you all so so much!).
Really liking the feel now. Introduced the Rooted/Uprooted mechanic. Loses some abilities while uprooted but can move (slowly) and can teleport without injuring itself if it takes the time. Dropped the Hit die a bit, only gave 20 move speed, dropped the damage to Uproot slightly, and added a Tremor effect (to keep it a relevant ability and not create stagnant encounter) but kept the channeling time to the planeshift ability to try to keep it a CR 12.
Overall tried to simplify it as it was getting pretty cluttered.
Could still use help double checking the DCs and things are calculated correctly.
Ladies and Gentleman!
After much back and forth and great input (especially from nferries, nonsi, and debihuman) may I present my (nearly) final draft. I am still open to suggestions, fixes, comments, etc. The party won't be meeting this guy for at least 3 or 4 sessions so I still have pleanty of time to tweak it.
Behold the Giant Tree Boss fight and/or Potential ally:
Mournfallow, the Great Tree
Gargantuan Plant (Extraplanar)
Hit Dice: 15d8+90 (157 hp)
Initiative: +0
Speed: 20ft.
Armor Class: 20 (+14 natural, -4 size), touch 6, flat-footed 20
Base Attack/Grapple: +11/+29
Attack: Claw +14 melee (3d6+6) or Throw Rock +11 (2d6+6)
Full Attack: 2 Claws +14 melee (3d6+6)
Space/Reach: 25 ft./35 ft.
Special Attacks: Baleful teleportation, constrict 2d6+6, rock throwing, spell-like abilities
Special Qualities: Darkvision 60 ft., Hardness 5, Root/Uproot, Hibernation, low-light vision, plant traits, outsider traits, rapid magic, spell resistance 15
Saves: Fort +15, Ref +94, Will +10
Abilities: Str 22, Dex 10, Con 22, Int 18, Wis 20, Cha 16
Skills: Concentration +24, Diplomacy +8, Knowledge(nature) +22, Knowledge (the planes) +22,Sense Motive +23, Spellcraft +22, Use Magic Device +16, Hide -4 (+12 in forests)
Feats: Snatch, Improved Snatch, Multisnatch, Brutal Throw, Insightful Reflexes, Precise Swing
Bonus Feats: Rending Constriction, Great Cleave
Environment: Temperate Forest
Organization: Unique
Challenge Rating: 12
Treasure: Triple standard
Alignment: Neutral
Advancement: -
Level Adjustment: -
Your party falls back in awe and terror as the mighty tree suddenly stirs to life, an eerie emerald radiance spilling from the creatures eyes and mouth as they open from what was featureless bark just moments before.
The creature is clearly angry and not of this world, yet you sense a certain pitiable loneliness about it...
Originally from another plane, Mournfallow was forced to flee by a great war with a fiery unnamed enemy. As a refugee in hiding it spends it’s time in a self-induced hibernation. Ancient druids communicated with it while hibernating and were able/allowed to tap into its extensive energies to create a vast teleportation network between the tree and various saplings from that tree which they had planted. In exchange for this knowledge and power they built a great temple fortress into a cliff beneath and around the tree so they could provide Mournfallow the sanctuary it had been searching for.
That was long ago, and now those who venture into the highest layer of the great ancient temple may find themselves in the presence of this great tree as it slumbers. Perhaps it would be best to let it alone…
Although Mournfallow is always furious at being awoken, it may be possible to negotiate with the creature. When first awoken a DC 15 Diplomacy check can be used to prevent it becoming enraged. Slaying the tree will instantly close all active portals drawing from it.
Mournfallow speaks Druidic, Terran, Elven, Sylvan, and Ignan. You take a +5 bonus to charisma based checks when speaking to Mournfallow in Druidic and a -5 bonus to charisma based checks while speaking in Ignan. The first time you speak to Mournfallow in Ignan you must make a Diplomacy check to prevent it from becoming enraged, DC 12.
Mournfallow counts as both a Plant and Outsider with respect to spells, magic items, etc.
Combat
When first awoken Mournfallow is automatically enraged and will attack any non-plant, non-construct, non-fey on sight. As it cannot move it will focus on anything within its impressive reach first then resort to throwing things and attempt to destroy any cover opponents may be trying to hide behind. If facing siege weapons or powerful archers it will counter with warp wood to destroy the weapons.
If attacked with fire it casts ironwood on itself. Mournfallow, while prone to hot temper and rashness, is not stupid. If it can see it is vastly outnumbered or outmatched, it will attempt to teleport or planeshift to safety.
If there are no enemies in melee range it will cast black vines to try to herd enemies toward it. Then, especially if faced with flying opponents, it will throw stones, earth, broken trees, or anything else it can reach. It may even attempt to teleport particularly troublesome enemies into reach and then crush them once they are close enough.
If reduced below 35 hit points it will cast ironwood on itself and reenter hibernation.
Mournfallow's natural weapons, as well as any weapons it wields, are treated as magic weapons for the purpose of overcoming damage reduction.
Root/Uproot (Ex)
Mournfallow prefers to spend its time rooted deep into the earth and as a move action may send a wooden root system up to 60 ft. deep into the earth. While rooted it absorbs energy from the earth and gains extra abilities at the cost of mobility. As long as it is rooted and in sunlight (either naturally or from a spell) it gains fast healing 2. Effects obscuring all sunlight such as a darkness spell, dense fog, etc. inhibit this ability.
If it tries to move, teleport, or plane shift from a rooted position it must first sever these roots, dealing 3d8+6 damage to itself. As a move action it can prepare itself by taking the time to carefully uproot itself. For every consecutive round it does this it reduces the damage taken by 1d8+2.
As it Roots or Uproots, the ground within 60 ft. of it shakes. This minor tremor is not strong enough to damage structures. Spellcasters on the ground in the area must succeed on a Concentration check (DC 15 + spell level) or lose any spell she is casting. Anyone trying to use a skill that would provoke attacks of opportunity (such as Disable Device, Heal, Open Lock, etc.) must succeed on a DC 15 Concentration check, or the action fails. Each creature on the ground in the area must make a Reflex save each round or be knocked prone, DC 18.
Mournfallow can only root into terrain able to accomodate roots such as dirt, sand, loose rocks, or mud. It is unable to root itself into solid rock, magma, open water, etc.
Baleful Teleportation (Su)
As a move action Mournfallow may target any Large or smaller creature or object within 1000 ft. and teleport them to within 10 feet of Mournfallow's space. Mournfallow may use this ability three times per day. A DC 19 Will save negates this effect. The save DC is Charisma-based.
Hardness (Ex)
Mournfallow is as hard as wood, reducing damage by 5. Electrical and ranged weapon attacks (other than siege weapons and similar attacks) deal half damage to the creature; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damage to the creature; divide the damage dealt by 4 before applying the hardness. Fire damage ignores this hardness.
While under the influence of an ironwood effect, Mournfallow's hardness improves to 10 and all fire damage dealt to it is halved before applying the hardness.
Rock Throwing (Ex)
The range increment is 180 feet for Mournfallow’s thrown rocks (or whatever detritus comes to hand) for 3d6 + 6 damage. This ability cannot be used in environment where no throwable object can be found (desert, middle of ocean, etc.)
Hibernation (Su) – Automatically activates Rooted state
As a move action Mournfallow can enter into a regenerative trance. As it enters this state it extends its roots deep into the earth (if not already rooted) and is now considered rooted. If Mournfallow enters hibernation in contact to a root system it previously uprooted from it may choose to rejoin that root system. While hibernating the creature cannot take actions, is unaware of its environment, and automatically fails all saving throws. However, it gains regeneration to 10. This regeneration is only overcome by fire damage.
It can be communicated with in this state using speak with plants or a similar effect. If communicated with in this manner it may choose to awaken. It may also choose to awaken from hibernation when it sustains 10 or more damage from a single source or when a spell of 4th level or higher is cast within 120 ft. of it.
Rapid Magic (Ex) – Must be Rooted
Being primarily immobile has forced Mournfallow to adapt to be able to use some of it's of its abilities very quickly. While tapping into the energies it draws from the earth it can cast each of its spell-like abilities as a move action while Rooted.
Spell-Like Abilities (Sp)
7/day - warp wood (DC 15); 5/day – black vines (as spell black tentacles); 3/day - ironwood. Caster level 12th. The save DC is Charisma-based; At will - speak with plants.
Teleport (Sp)
Twice per day Mournfallow may teleport as the teleport spell. Caster level 12th. Up to 1200 miles and may bring along objects up to its maximum load and bring up to 4 medium creatures (or equivalent). Must be uprooted at the time the teleport happens or be subject uproot damage of 3d8+6.
Lesser Plane Shift (Sp)
After channeling for 1d4 rounds, Mournfallow may teleport to another plane as the spell Plane Shift. Must be uprooted by the time the shift happens or be subject to uproot damage. Mournfallow is able to use this ability once per day.
I am currently the DM for a long running game (off and on for 8+ years). I took over for our 'forever DM' a little while ago and in an effort to give as close to a true player experience to him as possible so I try very hard to not ask him for help and I have been doing pretty well.
The current party is a party of 4, all at 8th level and are nearing the end of a long dungeon crawl. They have been clearing an ancient druid temple/fortress currently serving as a base for bandits who have harnessed a powerful artifact to allow them to teleport. At the top of the Fortress they will find the source of that power is actually being harvested from an ancient slumbering Living Tree which possessed (possesses) the ability to planehop.
I have never built a custom monster before so this is my first attempt. I have built a model for the creature and here are two pictures of it for inspiration and scale.
The encounter will involve them facing off against the remnants of the bandit gang forming a last stand at the top of the fortress. If certain conditions are met the tree (which is also up there) will awaken. The party will have options for how they handle the encounter such as allying themselves with the tree or possibly fight it so I need the tree fully statted out. It's main schtick is that its has no move speed: its roots run deep throughout the fortress and the party has encountered the roots on every level.
I used a post here called " 3.5 Monster Making for the Feeble Minded" as my guide.
Any advice or encouragement is appreciated:
Original Stat Block:
Mournfallow, the Great Tree
Gargantuan Plant Outsider (Extraplanar)
Hit Dice 12D8 (147)
Speed 0 ft. (0 squares)
Initiative: +0
Armor Class 20 (+10 Natural); touch 10; flat-footed 20
Base Attack/Grapple +9 / +27
Attack Slam +14 (3d6+6) x2 B
Full-Attack Full attack +14/+9
Space 20 ft.; Reach 25 ft.
Special Attacks Slam (3d6+6 B), Claw Swipe 2d6+6 x2 S (15 ft. line), Improved Grab +27, Constrict (1d12 +6) x2, Throw Object +9 (2d6 +6) x2.
Has access to these spell-like abilities: Hibernation, Teleport Object 3/day, Entangle 5/day, Stone Spikes 5/day, Warp Wood 7/day, Ironwood 3/day, Root 5/day
Special Qualities Damage Reduction 5/Fire, Spell resistance 15, Natural Armor +10, Outsider Traits (Darkvision 60 ft., Soulless (immune to raise dead, reincarnate, e.g.) Plant Traits (Low-light vision; Immunity to all mind-affecting effects; Immune to sleep effects, poison, paralysis, polymorph, and stunning; Immune to critical hits).
Can choose to cast its spells as a move action.
Saves Fort +13 Ref +0 Will +12
Abilities Str 22, Dex 10, Con 22, Int 18, Wis 20, Cha 16
Skills
Feats Improved Grapple, Snatch
Environment Temperate Forest
Organization Solitary, Grove (2-6)
Challenge Rating 12
Treasure X gold; X gems; X art; X magical items
Alignment Neutral
Languages Speaks Druidic, Terran
Advancement -
Favored Class - Druid
Level Adjustment -
Combat The tree is not naturally from this plane and it prefers to spend its time in a self-induced hibernation. Ancient druids communicated with it while hibernating and were able/allowed to tap into its extensive energies to create vast teleportation network between the tree and various saplings from that tree which they had planted.
It may choose to awaken from hibernation when prompted either by taking 10 or more damage from any single source or if a spell of 4th level or higher was cast within 120 of it. If awoken is automatically enraged and will attack any non-plant, non-construct, non-fey on sight. The tree likes to grab and throw things. As it cannot move it will focus on anything within its impressive reach first.
If attacked with fire it casts Ironwood on itself.
If there are no enemies in range it will cast black vines to try to herd enemies toward it. If there are seige weapons coming to bear or particularly talented archers targeting him he will counter with warp wood. If faced with flying opponents it will throw stones, earth, broken trees, or anything else it can reach in an attempt to knock them to the ground. It may even attempt to teleport particularly troublesome enemies into reach and then crush them.
If dropped below 20% of its max health it will cast Ironwood and Hibernation on itself.
Root – The tree summons its roots to burst through the earth’s surface and attempt to any target within a 10 ft square target area must make a DC 15 Reflex save or be immobilized. Strength DC 20 to break free. Can target burrowed enemies but not flying enemies.
Snatch - The creature can start a grapple when it hits with a claw or bite attack, as though it had the grab ability. If it grapples a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage with a successful grapple check. A snatched opponent held in the creature's mouth is not allowed a Reflex save against the creature's breath weapon, if it has one.
The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6×10 feet, and takes 1d6 points of damage per 10 feet traveled.
Teleport Object – As an outsider who used to planehop it is now rooted into the mountain and can no longer teleport (unless it wants to seriously injure itself). It can still tap into that talent however. If it is being attacked by an enemy it cannot reach it may simply teleport a large or smaller target to a square within 10 feet of its base. DC 17 reflex save negates.
Hibernation – The tree enters a hibernation state. It can take no actions and make no saving throws. The tree gains a sanctuary effect: opponents must make a will save (DC 15) in order to make attack rolls against it. Health regen 5/fire. It now takes all damage except fire as non-lethal and regenerates 5 nonlethal per round.
Here is my second attempt (extra special thanks to: debihuman, nonsi, and rferries) :
I have looked at all the comments and suggestions provided and tried to revamp what I had. I am feeling a lot better about it as a more comlete and balanced build. Still not done with it though! Very open for more feedback and ideas and criticisms! I have at least a few weeks to go before the session where they meet this guy so I have plenty of time to make it right!
Some comments have mentioned some concerns in general about the setup and I will say that there are many hints that talking to the tree and allying with it is an option (among other options the party has discussed). I hope to provide an encounter where in order to survive or succeed that the party needs to be clever and make at least a temporary alliance (or manipulate multiple factions to duke it out first) as there will be multiple factions at play when the moment comes.
It's hard to compress months and months of the party's interactions and the backstory and clues I've littered throughout this campaign into quick concise sentences to give you guys the full picture. But this party always weighs their options and are tactically sound (usually!). The idea of talking to the tree once they realize its alive will definitely occur to them (between the clues Ive given them and therir own temperment).
Mournfallow, the Great Tree
Gargantuan Plant Outsider (Extraplanar)
Hit Dice: 17d8+102 (178 hp)
Initiative: +0
Speed: 0 ft.
Armor Class: 20 (+14 natural, -4 size), touch 6, flat-footed 20
Base Attack/Grapple: +9/+27
Attack: Claw +14 melee (3d6+6) or Throw Rock +11 (2d6+6)
Full Attack: 2 Claws +14 melee (2d6+6)
Space/Reach: 25 ft./35 ft.
Special Attacks: Baleful teleportation, claw swipe, constrict 2d6+6, snatch, rock throwing, root, spell-like abilities
Special Qualities: Darkvision 60 ft., Hardness 5, Hibernation, low-light vision, plant traits, outsider traits, rapid magic, spell resistance 15
Saves: Fort +13, Ref +0, Will +12
Abilities: Str 22, Dex 10, Con 22, Int 18, Wis 20, Cha 16
Skills: Concentration +15, Diplomacy +5, Knowledge (nature, the planes) +15, Listen +12, Sense Motive +15, Spellcraft +19, Survival +6 (+8 aboveground or on other planes) Hide +10 (in forest)
Feats: Snatch, Improved Snatch, Multisnatch, Brutal Throw, Power Throw, Power Attack, Cleave, Great Cleave
Environment: Temperate Forest
Organization: Unique
Challenge Rating: 12
Treasure: Triple standard
Alignment: Neutral
Advancement: -
Level Adjustment: -
Your party falls back in awe and terror as the mighty tree suddenly stirs to life, an eerie emerald radiance spilling from the creatures eyes and mouth as they open from what was featureless bark just moments before.
The creature is clearly angry and not of this world, yet you sense a certain pitiable loneliness about it...
Originally from another plane, Mournfallow was forced to flee by a great war with a fiery unnamed enemy. As a refugee in hiding it spends it’s time in a self-induced hibernation. Ancient druids communicated with it while hibernating and were able/allowed to tap into its extensive energies to create a vast teleportation network between the tree and various saplings from that tree which they had planted. In exchange for this knowledge and power they built a great temple fortress into a cliff beneath and around the tree so they could provide Mournfallow the sanctuary it had been searching for.
That was long ago, and now those who venture into the highest layer of the great ancient temple may find themselves in the presence of this great tree as it slumbers. Perhaps it would be best to let it alone…
Although Mournfallow is always furious at being awoken, it may be possible to negotiate with the creature. When first awoken a DC 15 Diplomacy check can be used to prevent it becoming enraged. Slaying the tree will instantly close all active portals drawing from it.
Mournfallow speaks Druidic, Terran, Elven, Sylvan, and Ignan. You take a +5 bonus to charisma based checks when speaking to Mournfallow in Druidic and a -5 bonus to charisma based checks while speaking in Ignan. The first time you speak to Mournfallow in Ignan you must make a Diplomacy check to prevent him from becoming enraged, DC 12.
Combat
When first awoken Mournfallow is automatically enraged and will attack any non-plant, non-construct, non-fey on sight. As it cannot move it will focus on anything within its impressive reach first then resort to throwing things. It will try to grab and smash things.
If attacked with fire it casts ironwood on itself.
If there are no enemies in melee range it will cast overlapping instances of entangle and stone spikes to try to herd enemies toward it. Then, especially if faced with flying opponents, it will throw stones, earth, broken trees, or anything else it can reach. It may even attempt to teleport particularly troublesome enemies into reach and then crush them.
If reduced below 35 hit points it will cast ironwood on itself and reenter hibernation.
Mournfallow's natural weapons, as well as any weapons it wields, are treated as magic weapons for the purpose of overcoming damage reduction.
Baleful Teleportation (Su)
Once a planeshifting entity that travelled the cosmos freely, Mournfallow has now extended its roots too deeply into the mountain and can no longer plane shift without risking serious harm to itself. However, it can still tap into its old teleportation powers. As a move action Mournfallow may target any creature within 1000 and teleport them to within 10 feet of Mournfallow's space. Mournfallow may use this ability three times per day. A DC 19 Will save negates this effect. The save DC is Charisma-based.
Claw Swipe (Ex)
As a full-round action Mournfallow can lash out with its branch-like claws, dealing 1d6+6 points of slashing damage to all creatures in two 15-ft. lines. A DC 22 Reflex saving throw negates. Can only start grapple from Snatch feat on last enemy hit in the line.
Constrict (Ex)
Mournfallow deals 2d6+6 on a successful grapple check. This is in addition to the claw damage from the Snatch feat.
Hardness (Ex)
Mournfallow is as hard as wood, reducing damage by 5. Electrical and ranged weapon attacks (other than siege weapons and similar attacks) deal half damage to the creature; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damage to the creature; divide the damage dealt by 4 before applying the hardness. Fire damage ignores this hardness.
While under the influence of an ironwood effect, Mournfallow's hardness improves to 10 and all fire damage dealt to it is halved before applying the hardness.
Hibernation (Su)
As a move action Mournfallow can enter into a regenerative trance. While hibernating the creature cannot take actions, is unaware of its environment, and automatically fails all saving throws. However, it also gains regeneration 5. This regeneration is overcome only by fire damage.
Mournfallow can be communicated with in this state using a speak with plants effect or something similar. He may also choose to awaken from hibernation when it sustains 10 or more damage from a single source or when a spell of 4th level or higher is cast within 120 ft. of it.
Improved Snatch (Ex)
If Mournfallow hits with a claw or bite attack, it automatically attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a grapple on a creature two or more size categories smaller than itself, it will squeeze each round for automatic claw damage. As a free action, it can drop a creature it has snatched, or it can use a standard action to fling it aside. A flung creature travels up to 50 feet (and takes 1d6 points of damage for each 10 feet travelled when it lands).
Multisnatch (Ex)
When grappling an opponent with only the part of your body that made the attack, you take only a —10 penalty on grapple checks to maintain the hold (instead of -20).
Rock Throwing (Ex)
The range increment is 180 feet for Mournfallow’s thrown rocks (or whatever detritus comes to hand) for 3d6 + 6 damage.
Root (Su)
As a move action, Mournfallow may summon roots from the earth to bind its foes. All earthbound enemies in a 10-ft. square within 60 ft. of the creature must make DC 19 Reflex saves or be held immobile by the roots until freed or until they break loose with a DC 19 Strength check. Mournfallow may use this ability five times per day. The save DCs are Charisma-based.
Rapid Magic (Ex)
Being unable to move he has learned to use many of its abilities very quickly to compensate allowing Mournfallow may use each of its spell-like abilities as a move action.
Spell-Like Abilities (Sp)
7/day - warp wood (DC 15); 5/day - entangle (DC 14), spike stones (DC 17); 3/day - ironwood. Caster level 12th. The save DC is Charisma-based.
Lesser Plane Shift (Sp)
After channeling for 1d4 rounds, Mournfallow may teleport to another plane as the spell Plane Shift. His roots are dug into the mountainside, and planehopping severs these deep roots, injuring the Great Tree for 10d8 damage. As a move action Mournfallow may reduce this damage by slowly preparing himself for the spell by carefully detaching or retracting these deep roots. He may reduce this damage by 1d8 for every round he prepares.
Below is my (Edited) third attempt (after more great input from rferries, nonsi, and debihuman - Thank you all so so much!).
Really liking the feel now. Introduced the Rooted/Uprooted mechanic. Loses some abilities while uprooted but can move (slowly) and can teleport without injuring itself if it takes the time. Dropped the Hit die a bit, only gave 20 move speed, dropped the damage to Uproot slightly, and added a Tremor effect (to keep it a relevant ability and not create stagnant encounter) but kept the channeling time to the planeshift ability to try to keep it a CR 12.
Overall tried to simplify it as it was getting pretty cluttered.
Could still use help double checking the DCs and things are calculated correctly.
Ladies and Gentleman!
After much back and forth and great input (especially from nferries, nonsi, and debihuman) may I present my (nearly) final draft. I am still open to suggestions, fixes, comments, etc. The party won't be meeting this guy for at least 3 or 4 sessions so I still have pleanty of time to tweak it.
Behold the Giant Tree Boss fight and/or Potential ally:
Mournfallow, the Great Tree
Gargantuan Plant (Extraplanar)
Hit Dice: 15d8+90 (157 hp)
Initiative: +0
Speed: 20ft.
Armor Class: 20 (+14 natural, -4 size), touch 6, flat-footed 20
Base Attack/Grapple: +11/+29
Attack: Claw +14 melee (3d6+6) or Throw Rock +11 (2d6+6)
Full Attack: 2 Claws +14 melee (3d6+6)
Space/Reach: 25 ft./35 ft.
Special Attacks: Baleful teleportation, constrict 2d6+6, rock throwing, spell-like abilities
Special Qualities: Darkvision 60 ft., Hardness 5, Root/Uproot, Hibernation, low-light vision, plant traits, outsider traits, rapid magic, spell resistance 15
Saves: Fort +15, Ref +94, Will +10
Abilities: Str 22, Dex 10, Con 22, Int 18, Wis 20, Cha 16
Skills: Concentration +24, Diplomacy +8, Knowledge(nature) +22, Knowledge (the planes) +22,Sense Motive +23, Spellcraft +22, Use Magic Device +16, Hide -4 (+12 in forests)
Feats: Snatch, Improved Snatch, Multisnatch, Brutal Throw, Insightful Reflexes, Precise Swing
Bonus Feats: Rending Constriction, Great Cleave
Environment: Temperate Forest
Organization: Unique
Challenge Rating: 12
Treasure: Triple standard
Alignment: Neutral
Advancement: -
Level Adjustment: -
Your party falls back in awe and terror as the mighty tree suddenly stirs to life, an eerie emerald radiance spilling from the creatures eyes and mouth as they open from what was featureless bark just moments before.
The creature is clearly angry and not of this world, yet you sense a certain pitiable loneliness about it...
Originally from another plane, Mournfallow was forced to flee by a great war with a fiery unnamed enemy. As a refugee in hiding it spends it’s time in a self-induced hibernation. Ancient druids communicated with it while hibernating and were able/allowed to tap into its extensive energies to create a vast teleportation network between the tree and various saplings from that tree which they had planted. In exchange for this knowledge and power they built a great temple fortress into a cliff beneath and around the tree so they could provide Mournfallow the sanctuary it had been searching for.
That was long ago, and now those who venture into the highest layer of the great ancient temple may find themselves in the presence of this great tree as it slumbers. Perhaps it would be best to let it alone…
Although Mournfallow is always furious at being awoken, it may be possible to negotiate with the creature. When first awoken a DC 15 Diplomacy check can be used to prevent it becoming enraged. Slaying the tree will instantly close all active portals drawing from it.
Mournfallow speaks Druidic, Terran, Elven, Sylvan, and Ignan. You take a +5 bonus to charisma based checks when speaking to Mournfallow in Druidic and a -5 bonus to charisma based checks while speaking in Ignan. The first time you speak to Mournfallow in Ignan you must make a Diplomacy check to prevent it from becoming enraged, DC 12.
Mournfallow counts as both a Plant and Outsider with respect to spells, magic items, etc.
Combat
When first awoken Mournfallow is automatically enraged and will attack any non-plant, non-construct, non-fey on sight. As it cannot move it will focus on anything within its impressive reach first then resort to throwing things and attempt to destroy any cover opponents may be trying to hide behind. If facing siege weapons or powerful archers it will counter with warp wood to destroy the weapons.
If attacked with fire it casts ironwood on itself. Mournfallow, while prone to hot temper and rashness, is not stupid. If it can see it is vastly outnumbered or outmatched, it will attempt to teleport or planeshift to safety.
If there are no enemies in melee range it will cast black vines to try to herd enemies toward it. Then, especially if faced with flying opponents, it will throw stones, earth, broken trees, or anything else it can reach. It may even attempt to teleport particularly troublesome enemies into reach and then crush them once they are close enough.
If reduced below 35 hit points it will cast ironwood on itself and reenter hibernation.
Mournfallow's natural weapons, as well as any weapons it wields, are treated as magic weapons for the purpose of overcoming damage reduction.
Root/Uproot (Ex)
Mournfallow prefers to spend its time rooted deep into the earth and as a move action may send a wooden root system up to 60 ft. deep into the earth. While rooted it absorbs energy from the earth and gains extra abilities at the cost of mobility. As long as it is rooted and in sunlight (either naturally or from a spell) it gains fast healing 2. Effects obscuring all sunlight such as a darkness spell, dense fog, etc. inhibit this ability.
If it tries to move, teleport, or plane shift from a rooted position it must first sever these roots, dealing 3d8+6 damage to itself. As a move action it can prepare itself by taking the time to carefully uproot itself. For every consecutive round it does this it reduces the damage taken by 1d8+2.
As it Roots or Uproots, the ground within 60 ft. of it shakes. This minor tremor is not strong enough to damage structures. Spellcasters on the ground in the area must succeed on a Concentration check (DC 15 + spell level) or lose any spell she is casting. Anyone trying to use a skill that would provoke attacks of opportunity (such as Disable Device, Heal, Open Lock, etc.) must succeed on a DC 15 Concentration check, or the action fails. Each creature on the ground in the area must make a Reflex save each round or be knocked prone, DC 18.
Mournfallow can only root into terrain able to accomodate roots such as dirt, sand, loose rocks, or mud. It is unable to root itself into solid rock, magma, open water, etc.
Baleful Teleportation (Su)
As a move action Mournfallow may target any Large or smaller creature or object within 1000 ft. and teleport them to within 10 feet of Mournfallow's space. Mournfallow may use this ability three times per day. A DC 19 Will save negates this effect. The save DC is Charisma-based.
Hardness (Ex)
Mournfallow is as hard as wood, reducing damage by 5. Electrical and ranged weapon attacks (other than siege weapons and similar attacks) deal half damage to the creature; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damage to the creature; divide the damage dealt by 4 before applying the hardness. Fire damage ignores this hardness.
While under the influence of an ironwood effect, Mournfallow's hardness improves to 10 and all fire damage dealt to it is halved before applying the hardness.
Rock Throwing (Ex)
The range increment is 180 feet for Mournfallow’s thrown rocks (or whatever detritus comes to hand) for 3d6 + 6 damage. This ability cannot be used in environment where no throwable object can be found (desert, middle of ocean, etc.)
Hibernation (Su) – Automatically activates Rooted state
As a move action Mournfallow can enter into a regenerative trance. As it enters this state it extends its roots deep into the earth (if not already rooted) and is now considered rooted. If Mournfallow enters hibernation in contact to a root system it previously uprooted from it may choose to rejoin that root system. While hibernating the creature cannot take actions, is unaware of its environment, and automatically fails all saving throws. However, it gains regeneration to 10. This regeneration is only overcome by fire damage.
It can be communicated with in this state using speak with plants or a similar effect. If communicated with in this manner it may choose to awaken. It may also choose to awaken from hibernation when it sustains 10 or more damage from a single source or when a spell of 4th level or higher is cast within 120 ft. of it.
Rapid Magic (Ex) – Must be Rooted
Being primarily immobile has forced Mournfallow to adapt to be able to use some of it's of its abilities very quickly. While tapping into the energies it draws from the earth it can cast each of its spell-like abilities as a move action while Rooted.
Spell-Like Abilities (Sp)
7/day - warp wood (DC 15); 5/day – black vines (as spell black tentacles); 3/day - ironwood. Caster level 12th. The save DC is Charisma-based; At will - speak with plants.
Teleport (Sp)
Twice per day Mournfallow may teleport as the teleport spell. Caster level 12th. Up to 1200 miles and may bring along objects up to its maximum load and bring up to 4 medium creatures (or equivalent). Must be uprooted at the time the teleport happens or be subject uproot damage of 3d8+6.
Lesser Plane Shift (Sp)
After channeling for 1d4 rounds, Mournfallow may teleport to another plane as the spell Plane Shift. Must be uprooted by the time the shift happens or be subject to uproot damage. Mournfallow is able to use this ability once per day.