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Debihuman
2020-03-11, 09:32 AM
Source: https://www.5esrd.com/gamemastering/monsters-foes/monsters-by-type/plants/alliumite/

Onionfolk (Alliumite)

An ambulatory plant half the size of a halfling slashes out with its grass blades. Its peeling skin, its hair of sprouts, and its svelte, nimble physique allude to its fey origins. The odor of onions and garlic wafts from it as it advances.

Stepping on a patch of wild onions, garlic, or leeks in the woods can prove to be a deadly affair. The onionfolk are easily riled, and, once angry, they attack relentlessly, slashing at ankles with their wicked grass blades.

Onionfolk began as a patch of sweet onions in a forest thicket, raised to sentience when a great deal of pixie dust spilled upon them. Arms and legs sprouted from their forms, and they began to think for themselves. Now they seek only to propagate, spreading far and wide. They have developed vast colonies through underground tunnels beneath forests and fields.

Onionfolk feel a supernatural compulsion to plant chives, garlic, and other wild herbs wherever they go. This instinctive imperative makes them well-suited as gardeners. Though their wild gardens might look haphazard to the untrained eye, an alliumite knows exactly where each individual seed and sprout is planted. Woodland animals and benevolent fey creatures can find sustenance and shelter in these plant sanctuaries, but woe to those who threaten or damage anything planted within an alliumite garden.

Alliumites are exceptionally nimble. With razor-edged grass longswords and darts made of thorns, they can overwhelm even a well-prepared adventurer. Able to dig through the ground almost as easily as walk and with a penchant for hidden and quiet movement, an alliumite can sneak up on anyone. If one of the onionfolk is harmed in battle, it releases a stench that can make eyes water and temporarily cause blindness. Some say the stench can be so powerful as to even induce retching.

Onionfolk speak Sylvan.

Onionfolk (Alliumite)
Tiny Fey (Augmented Plant)
Hit Dice: 2d8+2 (11 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft. (4 squares), burrow 20 ft.
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +1/-9
Attack: Tiny masterwork grass blade +2 melee (1d4-2/19-20) or tiny masterwork thorn dart +7 ranged (1d3-2)
Full Attack: Tiny masterwork grass blade +2 melee (1d4-2/19-20) or tiny masterwork thorn dart +7 ranged (1d3-2)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Tearful Stench
Special Qualities: Improved evasion, fey traits, low-light vision, plant camouflage
Saves: Fort +4, Ref +4, Will 1
Abilities: Str 6, Dex 18, Con 13, Int 7, Wis 12, Cha 9
Skills: Listen+3, Move Silently +6, Spot+3, Profession (Gardener)+4*
Feats: Improved Initiative
Environment: Any Forest
Organization: Solitary or pair
Challenge Rating: ¼
Treasure: No coins, ½ items, ½ goods
Alignment: Usually Chaotic Neutral
Advancement: 3 to 6 HD (Tiny) or by class
Level Adjustment: +1

COMBAT

Tearful Stench (Su): Each creature other than an onionfolk within 5 feet of the onionfolk when it takes damage must succeed on a Fortitude Save (DC 13) or be blinded until the start of the creature’s next turn. Creatures with the Scent ability take a -4 penalty to their save as the odor is so pungent. On a successful saving throw, the creature is immune to the Tearful Stench of all alliumites for 1 minute. Blinded creatures that fail another save also become nauseated until the stench ends but take no further penalties. An onionfolk’s tearful stench ends as soon as it is healed at least one point of damage or it dies. The save DC is Constitution-based and includes a +1 racial bonus.

On a successful saving throw, the creature is immune to the Tearful Stench of all alliumites for 1 minute. Blinded creatures that fail another save also become nauseated until the stench ends but take no further penalties. An onionfolk’s tearful stench ends as soon as it is healed at least one point of damage or it dies. The save DC is Constitution-based and includes a +1 racial bonus.

Improved Evasion (Ex): An onionfolk can avoid magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), it instead takes no damage. On a successful save the onionfolk only suffers one-half damage. Evasion can be used only if the onionfolk is wearing light armor or no armor. A helpless onionfolk (such as one that is unconscious or paralyzed) does not gain the benefit of evasion.

Plant Camouflage (Ex): Since an onionfolk looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks.

*Skills: Onionfolk have a +2 racial bonus to Profession (Gardener) included in the statistics block.

Design Notes: A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. Thorn dart is a regular dart but made of thorns with a 20 ft. range with a maximum range of 60 ft.. Grassblade uses the same stats as a longsword.

Morphic tide
2020-03-11, 03:46 PM
As you thought to include Level Adjustment, I'll point out that this has only +6 Dex, Improved Evasion and a Burrow speed as a reason to take it, as nothing else offers particularly useful scaling value and Tiny size depreciates in value rapidly from the damage deficit. It's highly defensive and good for hitting with ranged attacks, but doesn't have the Intelligence score to be a Rogue and being Tiny with -4 Strength makes any melee proposition utterly farcical. Could be a decent Druid, but anything with a Wisdom bonus makes for a decent Druid, so that says nothing at all.

As an enemy, it deals so little damage as to be a non-threat. The 5e version gets +4 damage to its attacks from Dexterity, while this gets -2 from Strength and smaller dice from being Tiny. It's a pain to kill for a low-level party, but that's it. It literally does zero damage with its ranged attack two-thirds of the time, and half the time with its melee attack.

This generally suffers from being a direct port, disregarding the system differences. It needs rather large offensive bonuses to deal with being a Tiny creature, and it doesn't get them, while also having relentlessly stacked defensive properties to make it too hard to kill to throw a sizable group of them at any party below level 5, because they're an insufferable grind otherwise. I'd downgrade to regular Evasion, reduce the Dexterity to 15 for a +2 bonus, bump up the Intelligence to 8 so it's only -1 (mostly a PC compatibility tweak), make the Thorn Darts into ranged Natural Weapons with 1d6 damage and give it Weapon Finesse as a bonus feat, for the creature-internal matters.

For the still-external Grassblade, I'd have it such that the normal version of it costs something like 120 gp, weighs 1 pound and deals 1d8 damage for a Medium creature, but have the Bastard Sword clause for using it as a Light weapon instead of being one-handed. The gimmick, here, is that Light Weapons apply half the user's strength bonus if in the off hand. Which is a good thing for something with a -2 Strength modifier, making the damage for the innately-proficient Alliumite be 1d4-1, and they get to use their bonus feat (and as such automatic to PCs) Weapon Finesse to use their +2 Dexterity bonus instead of their -2 Strength penalty on the attack roll. Both attacks having a good chance to hit, and having good odds of doing some damage.

As a mostly-stylistic thing, I'd also make Plant Camouflage into a racial bonus to Hide, increased in denser vegetation. Still a Spot check to detect, but it offers a bonus that a PC can scale up. Also, Plants only get 2+Int skill points per level with the usual 1/level minimum, and the Augmented subtype keeps that, the strong Fortitude save and the base attack bonus, so the skills don't add up in the slightest. Should be +1 Wisdom bonus to Spot, Listen and Profession (Gardener), +4 Dexterity bonus to Move Silently, and only two skill points total. If there's other racial skill bonuses, they should be spelled out like the Profession (Gardener) one is, as you'd bothered to spell that one out.

Last thing would be making the Tearful Stench's racial DC bonus be 1/2 HD, so that the advanced version has a higher save DC and PCs aren't left with a dead "frill" that's a serious LA-worthy power at low levels.

Debihuman
2020-03-11, 11:25 PM
As you thought to include Level Adjustment, I'll point out that this has only +6 Dex, Improved Evasion and a Burrow speed as a reason to take it, as nothing else offers particularly useful scaling value and Tiny size depreciates in value rapidly from the damage deficit. It's highly defensive and good for hitting with ranged attacks, but doesn't have the Intelligence score to be a Rogue and being Tiny with -4 Strength makes any melee proposition utterly farcical. Could be a decent Druid, but anything with a Wisdom bonus makes for a decent Druid, so that says nothing at all.

Not everyone wants or needs to play an optimized PC. Tactically, it cuts itself for one point of damage before battle and blinds opponents while the rest of the party goes in for the kill.


As an enemy, it deals so little damage as to be a non-threat. The 5e version gets +4 damage to its attacks from Dexterity, while this gets -2 from Strength and smaller dice from being Tiny. It's a pain to kill for a low-level party, but that's it. It literally does zero damage with its ranged attack two-thirds of the time, and half the time with its melee attack.

I could have gone with giving Weapon Finesse as a bonus feat and making the grass blade a sort of sickle to keep it a light weapon but decided that it didn't fit as well.


This generally suffers from being a direct port, disregarding the system differences. It needs rather large offensive bonuses to deal with being a Tiny creature, and it doesn't get them, while also having relentlessly stacked defensive properties to make it too hard to kill to throw a sizable group of them at any party below level 5, because they're an insufferable grind otherwise. I'd downgrade to regular Evasion, reduce the Dexterity to 15 for a +2 bonus, bump up the Intelligence to 8 so it's only -1 (mostly a PC compatibility tweak), make the Thorn Darts into ranged Natural Weapons with 1d6 damage and give it Weapon Finesse as a bonus feat, for the creature-internal matters.

For the still-external Grassblade, I'd have it such that the normal version of it costs something like 120 gp, weighs 1 pound and deals 1d8 damage for a Medium creature, but have the Bastard Sword clause for using it as a Light weapon instead of being one-handed. The gimmick, here, is that Light Weapons apply half the user's strength bonus if in the off hand. Which is a good thing for something with a -2 Strength modifier, making the damage for the innately-proficient Alliumite be 1d4-1, and they get to use their bonus feat (and as such automatic to PCs) Weapon Finesse to use their +2 Dexterity bonus instead of their -2 Strength penalty on the attack roll. Both attacks having a good chance to hit, and having good odds of doing some damage.

As a mostly-stylistic thing, I'd also make Plant Camouflage into a racial bonus to Hide, increased in denser vegetation. Still a Spot check to detect, but it offers a bonus that a PC can scale up. Also, Plants only get 2+Int skill points per level with the usual 1/level minimum, and the Augmented subtype keeps that, the strong Fortitude save and the base attack bonus, so the skills don't add up in the slightest. Should be +1 Wisdom bonus to Spot, Listen and Profession (Gardener), +4 Dexterity bonus to Move Silently, and only two skill points total. If there's other racial skill bonuses, they should be spelled out like the Profession (Gardener) one is, as you'd bothered to spell that one out.

Last thing would be making the Tearful Stench's racial DC bonus be 1/2 HD, so that the advanced version has a higher save DC and PCs aren't left with a dead "frill" that's a serious LA-worthy power at low levels.

It uses skills from Plant but all creatures gets quadruple skill points for their first HD. So 5 skill points actually. Skills have been fixed.

loky1109
2020-04-17, 07:29 AM
It literally does zero damage with its ranged attack two-thirds of the time, and half the time with its melee attack.


1 is minimal damage, so ranged attack always do 1 damage.