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d eadly g ardens collection 53

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Deadly Gardens
DR 10/slashing; Immune electricity, plant traits

tree, losing all movement modes and abilities relying
on physical movement (requiring break enchantment
or a more powerful effect to reverse). Immediately,
and every 24 hours afterward, the victim must
attempt a DC 21 Will save or become a mindless plant
(requiring wish or miracle to reverse). The save DCs
are Constitution-based.
Rise of Trees (Su) A grovemaker can establish
rudimentary control trees within 150 feet. As a
standard action, it can command trees to force their
roots out of the ground, creating difficult terrain in
the area for 1d6 rounds. Alternatively as a standard
action, it can call on two trees within range to make
slam attacks using the same attack and damage rolls
as the grovemaker.
Springing up in dying forests, or placed there by
powerful treants, grovemakers repopulate their
homes with replacements drawn from humanoids,
usually those who originated the destruction.
Grovemakers resemble trees in their native biomes,
but they always produce flowers (or colorful cones in
primarily coniferous forests). They use their alluring
pollen to draw in potential humanoid victims. When
victims arrive, the creatures assess them for their
destructive capabilities and desires. Grovemakers
err on the side of caution if they are uncertain
about a visitor’s truthfulness. They attack perceived
and actual threats, preferring to use their vines to


convert hostile creatures into replacement trees,
but possessing the capability to destroy resistant
creatures physically.
Grovemakers stand 12 feet tall, have 1-footdiameter trunks, and can live for 200 years.

OFFENSE

Speed 30 ft.
Melee slam +17 (3d6+7/19–20), 2 vines +18 (2d6+7
plus arboreal conversion plus grab)
Space 10 ft.; Reach 10 ft. (15 ft. with vines)
Special Attacks alluring scent, rise of trees
Spell-Like Abilities (CL 15th; concentration +17)
Constant—speak with plants
STATISTICS

Str 25, Dex 8, Con 19, Int 11, Wis 18, Cha 14
Base Atk +11; CMB +19 (+21 bull rush, +23 grapple);
CMD 28 (30 vs. bull rush)
Feats Alertness, Bull Rush StrikeAPG, Cleave, Improved
Bull Rush, Improved Critical (slam), Intimidating
Prowess, Power Attack, Weapon Focus (vine)
Skills Intimidate +19, Knowledge (nature) +10,
Perception +14 (+22 in forests), Sense Motive +13
(+21 in forests), Stealth -5 (+11 in forests); Racial
Modifiers +8 Perception in forests, +8 Sense Motive
in forests, +16 Stealth in forests
Languages Common, Sylvan
ECOLOGY


Environment any forest
Organization solitary, pair, or grove (3–6)
Treasure incidental
SPECIAL ABILITIES

Alluring Scent (Ex) A grovemaker can release an invisible
cloud of pollen as a standard action. All creatures in a
150–foot radius are fascinated for 2d4 rounds. A DC
19 Will save negates the effect. A fascinated creature
will move equal to their speed directly towards
the grovemaker. This will not cause the fascinated
creature to move into any obvious dangers. The save
DC is Charisma–based.
Arboreal Conversion (Ex) A
creature taking damage from a
grovemaker’s vine attack becomes
infested with a sticky sap, unless it
succeeds at a DC 21 Reflex save.
On a failed save, the victim must
succeed at a DC 21 Fortitude save
each round or take 1d6 points of
Dexterity damage as it becomes
more treelike. A victim taking
damage in this way gains the
benefits of barkskin, as per the
spell (CL equals grovemaker’s HD).
A spell or effect that specifically
damages plants ends this effect,
as does a fire-based attack that
deals at least 10 points of damage

to the victim. A victim reduced to
0 Dexterity physically becomes a

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