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View Full Version : Golem Plant, a 3.5 monster - PEACH



Jon_Dahl
2024-01-06, 07:24 AM
Golem Plant

Background: Hundreds of years ago, there was a wizard who had grown lonely in his mansion. His beloved wife had recently passed away, and his children had become estranged from his father. After their children had moved out of the family mansion, the wizard and his wife had become passionate about gardening, and, in his loneliness, this passion grew in him exponentially. He got an idea to put one of his masterwork armours (that he had planned to enchant before losing interest) on a plant, and the result amused him. After an intense and costly magical project, the wizard created plants that were vaguely humanoid and could use clothing and armour. He had also given the plants dim intelligence and a bit of personality, so that he could speak with them, and the plants would respond with taps and nods. These new clothed and armoured plants were now his friends. The plants grew over their armour, but the wizard did not mind when the suits became embedded within the plants.

When the wizard passed away, his children came to see the mansion, which was in a decrepit state as the wizard had neglected it for many years. They took all that was valuable and never came back. The plants were left to their own devices. The plants reproduced, and the new plants needed to bond with armours that were no longer provided by the wizard. Soon, the plants moved out of the mansion and started to spread all over the known world.

Golem Plant

Size/Type: Medium Plant
Hit points: 80 (8d8+44)
Initiative:+4
Speed: 20 ft. (4 squares)
Armor Class: 21 (+5 natural, +6 banded mail), touch 10, flat-footed 21
Base Attack/Grapple:+6/+10
Attack: Slam +10 melee (1d6+6)
Full Attack: Slam +10 melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Armour Weak Spot
Special Qualities: Damage reduction 5/adamantine, immunity to magic, limited construct traits, low-light vision, plant traits, proficient with all armour
Saves: Fort +9, Ref +2, Will +2
Abilities: Str 18, Dex 10, Con 16, Int 3, Wis 11, Cha 9
Skills: Hide +3, Listen +6, Spot +6
Feats: Alertness, Improved Initiative, Improved natural armour
Environment: Any non-cold
Organization: Solitary or patch (3-5)
Challenge Rating: 7
Treasure: standard coins; standard goods; double items (50% of the rolled items must be suits of armour, rounded down)
Alignment: Any non-lawful
Advancement: 9-10 HD (Medium)
Level Adjustment: —

A mature golem plant consists of a trunk of vegetation, about 7 feet tall, that weighs around 400 pounds. A suit of armour, usually along with a helmet, greaves, and gauntlets, if embedded inside the golem plant, and they protect most of the golem plant’s sap. Vines up to 2 feet long branch off from the trunk about every 6 inches. These vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble berries. Golem plant berries contain exorbitant amounts of iron and they carry an unpleasant metallic taste.

A golem plant can move about, albeit very slowly, but usually stays put unless it needs to seek prey in a new vicinity. Most golem plants are omnivorous creatures while some develop a taste for humanoids. Golems plants usually ignore fast moving unarmoured targets, even if they could easily ambush them. However, golem plants always aim to ambush and kill armoured creatures so that the next generation of golem plants can bond with their armour. A golem plant is often surrounded by one or more suits of armour, and the golem plant will defend these suits from anyone touching them.

Armour Class
The information presented here is for a golem plant that has an banded mail. Armour class may be decreased or increasing according, such as the armour class is reduced by two if the embedded armour is a chain shirt while the armour class is increased by the two if the armour is a full plate. These adjustments do not affect the challenge rating, unless the armour in question is a padded armour or leather armour. The armour class provided by these armours is low enough to merit a challenge rating of 6.

Armour Weak Spot (Ex)
+1 bonus on attack rolls against opponents that wear any type of armour.

Camouflage (Ex)
Since a golem plant looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone who approaches a golem plant with the intention of examining a suit or suits of armour near the golem plant is effectively distracted and takes a -5 penalty on Spot checks (see Spot skill for more information).
Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant.

Immunity to Magic (Ex)
A golem plant is immune to spells and spell-like abilities that allow spell resistance. A golem plant is affected normally by plant-specific powers and rust attacks, such as that of an antiplant shell or a rusting grasp spells.

Limited construct traits (Ex)
In addition to plant (features and) traits, a golem plant has all the construct traits (but not features such hit die and skill points) with two exceptions: first, a golem plant needs to eat and breathe, and second, a golem plant has an immunity to any effect that requires a Fortitude save (unless the effect also works on objects and plants, or is harmless). As a construct-like creature, a golem plant is destroyed when reduced to 0 hit points or less. Note that constructs receive bonus hit points according to their size, and these bonus hit points are already included in the stat block.

BerzerkerUnit
2024-01-06, 01:01 PM
I haven't played 3.5 for ~15 years, so I can't speak to power level.

I like the lore and I think you could get a little mileage looking up language of flowers and having some kind of "bloom" mechanic where different subtypes have different unique abilities.

Examples:
Rose Golem with a bleed inflicting thorns
Venus Flytrap Golem with an Improved Grabbing bite with Acid damage
Nightshade with a poison
Apple Golem with Multiattack throw multiple apples for 3d10

1 or 2 of these protecting the front and back yard of a wizard's manor and then bring them into the enchanted greenhouse where they face 3 at once.

Give the greenhouse a Fast Healing and Fire suppression effect (doesn't affect damage, just keeps it from being lit on fire) and different damage types halts the healing. Radiant for the Nightshade, Acid, Fire, poison for the others.

Good luck!

Metastachydium
2024-01-06, 05:05 PM
Golem Plant

Hit points: 80 (8d8+44)

8d8+24 (60 hp). CON's only 16. Oh, wait. Construct bonus hp, right?


Armor Class: 21; varies, see text (+11 natural), touch 10, flat-footed 21

Feats: Alertness, Improved Initiative, Improved natural armour, light armour proficiencyB, medium armour proficiencyB, heavy armour proficiencyB

Armour Class
The information presented here is for a golem plant that has an embedded splint mail or banded mail. Armour class may be decreased or increasing according, such as the armour class is reduced by two if the embedded armour is a chain shirt while the armour class is increased by the two if the armour is a full plate. These adjustments do not affect the challenge rating, unless the armour in question is a padded armour or leather armour. The armour class provided by these armours is low enough to merit a challenge rating of 6.

That's all very clunky, with the variable statblock and the three bonus feats. Statblocks represent a typical specimen. Just put one specific example armour they are proficient with in there. As for the trait/special quality, I'd ditch the bonus feats and turn that one into Profciencies, specifying that they are proficient with all armour (maybe even exotic armour? That could be fun).

It wouldn't change anything mechanically, but it would be prettier.


Abilities: Str 18, Dex 10, Con 16, Int 3, Wis 11, Cha 9

You made the resident FLOWER sad.


Armour Weak Spot (Ex)

Odd name for what it does.


Camouflage (Ex)

Confusingly named. The Camouflage special ability (such as that of a Ranger) does something else. Consider renaming.


Since a golem plant looks like a normal plant when at rest, it takes a DC 20 Spot check

Flat DC? Weird choice.


Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant.

Hey, I like this one, on the other hand!



Limited construct traits (Ex)
In addition to plant (features and) traits, a golem plant has all the construct traits (but not features such hit die and skill points) with the exception that a golem plant needs to eat and breathe. As a construct-like creature, a golem plant is destroyed when reduced to 0 hit points or less. Note that constructs receive bonus hit points according to their size, and these bonus hit points are already included in the stat block.

Piling Construct traits over Plant traits like that is partly redundant and partly problematic. What happens to Fort saves, for instance?


Rose Golem with a bleed inflicting thorns

Roses grapple! Everyone knows that!


Apple Golem with Multiattack throw multiple apples for 3d10

Now, that's just silly!


Radiant for the Nightshade, Acid, Fire, poison for the others.

Radiant is not really a damage type in 3.5, and poison works differently (usually deals ability damage).

Jon_Dahl
2024-01-09, 05:33 AM
Sorry about the delay, but the site has not been functioning that well lately. Thank you very much for the feedback, Metastachydium.


8d8+24 (60 hp). CON's only 16. Oh, wait. Construct bonus hp, right?

Correct.



That's all very clunky, with the variable statblock and the three bonus feats. Statblocks represent a typical specimen. Just put one specific example armour they are proficient with in there. As for the trait/special quality, I'd ditch the bonus feats and turn that one into Profciencies, specifying that they are proficient with all armour (maybe even exotic armour? That could be fun).


I have addressed this now.



Odd name for what it does.



Confusingly named. The Camouflage special ability (such as that of a Ranger) does something else. Consider renaming.

I will considering renaming both of these.




Piling Construct traits over Plant traits like that is partly redundant and partly problematic. What happens to Fort saves, for instance?

I added the underlined part:
In addition to plant (features and) traits, a golem plant has all the construct traits (but not features such hit die and skill points) with two exceptions: first, a golem plant needs to eat and breathe, and second, a golem plant has an immunity to any effect that requires a Fortitude save (unless the effect also works on objects and plants, or is harmless). As a construct-like creature, a golem plant is destroyed when reduced to 0 hit points or less. Note that constructs receive bonus hit points according to their size, and these bonus hit points are already included in the stat block.

rel
2024-01-12, 12:05 AM
I feel like the attack needs to be better. A single 10 damage slam each turn isn't going to impress a 7th level party. Give it a rider, some sort of secondary attack, an environmental effect, or something.