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In
a world where abnormal creatures are as common as a farmer's shovel,
there is little surprise that the world's plants are also affected.
Foliar creatures are plants that have, for one reason or another,
developed into mobile, autonomous organisms. Often found in the
company of the goddess Biollante's followers, foliar creatures are
plants that have adopted a form similar to another living creature.
Foliar
creatures bare little resemblance to the creature they are modeled
after, save for a general outline. They are never mistaken for animals,
even from a distance. Covered in leaves where hair would be, and
having tough bark where skin would be found, foliar creatures are
moving, eating and sometimes thinking plants.
Creating a foliar creature
Foliar is an inherent template that can be applied
to any aberration, animal, dragon, giant, humanoid, magical beast,
monstrous humanoid, outsider or vermin. Their type changes to "plant."
Recalculate the monster's base saves, skills and hitpoints.
Hit dice: Changes to d8.
Speed: Same as base creature, but flight maneuverability
drops one rank. Creatures with clumsy maneuverability before the
template is applied cannot fly.
AC: Natural armor increases by +4 points.
Attacks: The creature retains all of the attacks of the base
creature and also gains a slam attack if it didn't already have
one.
Damage: Foliar creatures have slam attacks. If the base creature
doesn't have this attack form, consult the table below. Creatures
with a natural slam attack retain their old damage value or use
the values below whichever is better.
| Size |
Damage |
| Fine |
1 |
| Diminutive |
1d2 |
| Tiny |
1d3 |
| Small |
1d4 |
| Medium-size |
1d6 |
| Large |
1d8 |
| Huge |
2d6 |
| Gargantuan |
2d8 |
| Colossal |
4d6 |
Special Attacks: A foliar creature retain all
of the special attacks from the base creature, and has a 20% chance
of having one extra special attack, chosen from the list below.
The chance of having an extra special attack rises by 5% for every
four hit dice the creature has. Each foliar creature can only have
one of the following special attacks.
Entangling
vines (Su): The foliar creature can spit a small sphere of vines
as a grenade like weapon with a range of 20ft. (no ranged increment)
once per turn as a standard action. If the vine ball hits, the vines
spring to life, entangling the creature struck like a tangle foot
bag. The vines last for 1 minute, or until they take 10 points of
slashing or fire damage.
Poison
(Ex): The foliar creature gains a poison attack. Chose one of
the creature's natural attacks. This attack now injects poison,
which deals 1d6 points of constitution damage (primary and secondary.
DC for the fortitude save is 10+ ½ the foliar creature's HD + the
foliar creature's Constitution modifier.)
Sleeping
powder (Su): Once every 1d4 rounds as a standard action, the
foliar creature can release a burst of sleeping powder in a cloud
that extends 10ft. from its body. This magical powder causes all
living, non-plant creatures within its radius to fall asleep for
2d4 rounds, regardless of hit dice. A successful fortitude save
(DC 10 + ½ the foliar creature's HD + foliar creature's Constitution
modifier) negates this effect and renders the victim immune to that
particular foliar creature's sleeping powder for 1 day.
Spell-like
ability: The foliar creature can use one of the following spells
once per day as a spell like ability: contagion, control
plants, entangle, pass without trace, plant
growth, rusting grasp, snare, or spike growth.
Caster level is equal to the foliar creature's hit dice.
Thorns
(Ex): The creature's body is covered with long, barbed thorns.
Any creature striking the foliar creature with a natural weapon
or a weapon with a reach of 5ft. or less, the attacker suffers 1d6
points of piercing damage from the thorns. In addition, if the creature
possesses a poison attack or some form of toxic secretion, like
a carrion crawler's paralytic tentacles, the thorns deliver the
poison as well. The creature is also considered to have armor spikes
for purposes of grappling and being grappled.
Vine
scythe (Ex): One of the foliar creature's limbs has transformed
into a long, tendril-like vine, which ends in a jagged, bladed projection.
When using this vine to attack, the creature has a natural reach
of 15ft., and inflicts slam damage + its strength modifier with
a successful hit. The vine scythe threatens a critical on an 18-20.
If the creature has a poison attack, the vine scythe delivers the
poison.
Special Qualities: The foliar creature retains
all of its old special qualities, plus the following (note that
vermin lose the vermin type, and therefore do not receive the vermin
bonus on the DC of their poison saves, as well as the standard vermin
traits):
Create
Spawn (Su): A foliar creature can inject the corpse of any creature
that fits the criteria for becoming a foliar creature with a magical
seed. Once this seed is nestled in its new flesh cocoon, it slowly
begins to grow, spreading roots through the corpse and replacing
the old tissues with plant materials. After five days, the corpse
is transformed into a foliar creature. Though the new foliar creature
retains all of the skills and abilities it possessed in life, it
does not retain its old mind or memories. Such creatures have no
particular loyalty to their creator, nor does their creator have
any special control over them.
The
corpse is completely consumed by this process, and thus characters
infested with these seeds can only be raised through a true resurrection
or higher spell. If a dispel magic, remove disease
or heal spell is cast on the corpse before the transformation
is complete, then the seed is destroyed and the corpse can be raised
normally.
Plant
traits (Ex): Foliar creatures are immune to all mind-affecting
effects, poison, sleep effects, paralysis, polymorph and stunning.
Not subject to critical hits. Low-light vision.
Tremorsense
(Ex): A foliar creature can automatically sense the location
of anything within 60ft. that is in contact with the ground.
Saves: A foliar creature has good Fortitude
saves.
Abilities: The foliar creature's ability scores are modified
in the following way: Str +3, Dex -1, Con +2.
Skills: Folair creatures have skill points equal to (2+Int
modifier, minimum 1) per Hit Dice, with quadruple skill points for
the first Hit Die, if the foliar creture has an Intelligence score.
However, if the base creature has no Intelligence, the foliar creature
has no skills or feats.
Foliar
creatures receive a +10 racial bonus to hide checks when attempting
to hide in a wooded or marshy setting.
Climate/Terrain: Any forest or marsh
Challenge Rating: As base creature +2
Treasure: Same as base creature
Alignment: Same as base creature moved one step towards true
neutral. Thus, a foliar creature with a lawful evil base has either
a lawful neutral or neutral evil alignment. The frequency of the
alignment (i.e. always, usually, often) remains the same.
Advancement: Same as base creature.
Level Adjustment: As base creature +5
Sample foliar creature
This foliar creature uses a chuul as the base creature.
Foliar Chuul
Large Plant
Hit Dice: 11d8+55 (104 hp)
Initiative: +6 (+4 improved initiative, +2 Dex)
Speed: 30ft. Swim 20ft.
AC: 25 (-1 size, +2 Dex, +14 natural)
Base Attack/Grapple: +8/ +18
Attack: 2 Claws +14 melee; Slam +14 melee
Full Attack: 2 Claws +13 melee (2d6+6) or Slam +13 melee
(1d8+9)
Face/Reach: 5ft. by 5ft. / 10ft.
Special Attacks: Constrict 3d6+6, improved grab, paralytic
tentacles, thorns
Special Qualities: Amphibious, darkvison 60ft., immunity
to poison, create spawn, tremorsense, plant traits
Saves: Fort +12, Ref +5, Will +5
Abilities: Str 23, Dex 15, Con 20, Int 10, Wis 14, Cha 5
Skills: Hide +13*, Listen +11, Spot +11, Swim +13*
Feats: Alertness, Blind-Fight, Combat Reflexes, Improved
Initiative
Climate/Terrain: Any forest or marsh
Organization: Solitary, pair or pack (2-5)
Challenge Rating: 9
Treasure: 1/10th coins; 50% goods; standard items
Alignment: Usually chaotic neutral or neutral evil
Advancement: 12-16 HD (Large); 17-33 HD (Huge)
A foliar chuul is generally mean-tempered and always
hungry. It uses its massive pincer like branches and paralysis causing
roots to disable prey, which it then impales on its body thorns.
Because it spends so much time in swamp water, there are often colonies
of algae growing on the creature's body. These creatures rarely
work with Biollante priests, but the more even-tempered ones are
known to hang around Biollante temples that keep them well fed.
Combat
Foliar chuul usually try to attack from ambush, but
follow the basic tactics of normal chuul. Due to their camouflage
in wooded areas, they often surprise their prey.
Improved
Grab (Ex): To use this ability, the foliar chuul must hit with
its claw attack against an opponent one size smaller than itself
(grapple bonus +18). Starting the grapple does not provoke an attack
of opportunity against the foliar chuul. If it gets a hold, it automatically
deals squeeze damage to its opponent. Alternatively, it can conduct
a grapple as normal, or simply hold its foe (-20 to grapple checks,
but the foliar chuul is not considered grappled).
Constrict
(Ex): On a successful grapple check, a foliar chuul deals 3d6+6
points of damage.
Paralytic
Tentacles (Ex): The foliar chuul can transfer grabbed victims
from its claws to its tentacles as a partial action. The tentacles
grapple with the same strength (and bonus) as the claws but deal
no damage. However, they exude a paralytic secretion. Those held
in the tentacles must succeed a Fortitude save (DC 20) or be paralyzed
for 6 rounds. While held in the tentacles, paralyzed or not, the
creature automatically takes 1d8+2 points of damage each round from
the creature's mandibles.
Thorns
(Ex): The foliar chuul's body is covered with long, barbed thorns.
Any creature striking the foliar chuul with a natural weapon or
a weapon with a reach of 5ft. or less, the attacker suffers 1d6
points of piercing damage from the thorns. In addition, the thorns
carry the foliar chuul's paralytic secretions (see above). The foliar
chuul is also considered to have armor spikes for purposes of grappling
and being grappled.
Create
Spawn (Su): A foliar chuul can inject the corpse of any creature
that fits the criteria for becoming a foliar creature with a magical
seed. Once this seed is nestled in its new flesh cocoon, it slowly
begins to grow, spreading roots through the corpse and replacing
the old tissues with plant materials. After five days, the corpse
is transformed into a foliar creature. Though the new foliar creature
retains all of the skills and abilities it possessed in life, it
does not retain its old mind or memories. Such creatures have no
particular loyalty to their creator, nor does the foliar chuul have
any special control over them.
The
corpse is completely consumed by this process, and thus characters
infested with these seeds can only be raised through a true resurrection
or higher spell. If a dispel magic, remove disease
or heal spell is cast on the corpse before the transformation
is complete, then the seed is destroyed and the corpse can be raised
normally.
Tremorsense
(Ex): A foliar chuul can automatically sense the location of
anything within 60ft. that is in contact with the ground.
Skills: Foliar chuul receive a +10 racial bonus
to Hide checks while within a wooded or marshy setting. A foliar
chuul has a +8 racial bonus on any Swim check to perform some special
action or avoid a hazard. It can always choose to take 10 on a Swim
check, even if distracted or endangered. It can use the run action
while swimming, provided it swims in a straight line.
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