Drinking & Dragons

Wild Shape Plant

From Drinking and Dragons

Wild Shape: Tiny | Small | Medium | Large | Huge | Plant | Elemental

Assassin Vine

Type Human (Unchanged)
Size Large
AC +6 Natural; -1 size
Movement 5'
Attacks Slam (1d8+[1.5*str]); -1 Size
Space/Reach 10'/20'
Str 20 +5 att/dmg
Dex 10 +0 AC, Reflex
Con 16 Gain (3*HD) hp; +3 Fort

Constrict (Ex) An assassin vine deals 1d6+7 points of damage with a successful grapple check.

Improved Grab (Ex) To use this ability, an assassin vine must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Trample (Ex): As a full-round action, a drakkensteed can move up 100 feet and literally run over Medium or smaller creatures, dealing 1d6+9 points of bludgeoning damage (Reflex DC [10 + 1/2 hit dice + str] half) to each target.

Fungus, Shrieker

Type Human (Unchanged)
Size Medium
AC +3 Natural; -0 size
Movement 0'
Attacks -
Space/Reach 5'/0'
Str - +0 att/dmg
Dex - +0 AC, Reflex
Con 13 Gain (0*HD) hp; +1 Fort

Shriek (Ex) Movement or a light source within 10' of a shrieker causes the fungus to emit a piercing sound that lasts for 1d3 rounds. The sound attracts nearby creatures that are diposed to investigate it. Some creatures that live near shriekers come to learn that the fungus's noise means there is food nearby.

Fungus, Violet

Type Human (Unchanged)
Size Medium
AC +4 Natural; -0 size
Movement 10'
Attacks 4 Tentacles (1d6+str+poison); -0 Size
Space/Reach 5'/10'
Str 14 +2 att/dmg
Dex 8 -1 AC, Reflex
Con 16 Gain (3*HD) hp; +3 Fort

Poison (Ex) Injury, Fortitude DC 14, initial and seconday damage 1d4 str and 1d4 con. The save DC is constitution based.

Phantom Fungus

Type Human (Unchanged)
Size Medium
AC +4 Natural; -0 size
Movement 20'
Attacks Bite (1d6+str); -0 Size
Space/Reach 5'/5'
Str 14 +2 att/dmg
Dex 10 +0 AC, Reflex
Con 16 Gain (3*HD) hp; +3 Fort

Skills: A phantom fungus has a +5 racial bonus on Move Silently checks.

Shambling Mound

Type Human (Unchanged)
Size Large
AC +11 Natural; -1 size
Movement 20', swim 20'
Attacks 2 Slams (2d6+[1.5*str]); -1 Size
Space/Reach 10'/10'
Str 21 +5 att/dmg
Dex 10 +0 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort

Constrict (Ex) A shambler deals 2d6+7 points of damage with a successful grapple check.

Improved Grab (Ex) To use this ability, a shambler must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills: Shamblers have a +4 racial bonus on hide, listen, and move silently checks. *They have a +12 racial bonus on hide checks when in a swampy or forested area.

Tendriculos

Type Human (Unchanged)
Size Huge
AC +9 Natural; -2 size
Movement 20'
Attacks Bite (1d8+str) and 2 tendrils (1d6+[.5*str]); -2 Size
Space/Reach 15'/15'
Str 28 +9 att/dmg
Dex 9 -1 AC, Reflex
Con 22 Gain (6*HD) hp; +6 Fort


Improved Grab (Ex) To use this ability, a tendriculos must hit with its slamattack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Trample (Ex): A tendriculos can try to swallow a grabbed opponent by making a successful grapple check. Once inside the plant's mass, the opponent must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds by the tendriculos's digestive juices, taking 2d6 points of acid damage per round. A new save is required each round inside the plant. The save DC is constitution based. A swallowed creature that avoids paralysis can climb out of the mass with a successful grapple check. This returns it to the plant's maw where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the tendriculos's interior (AC 14). Once the creature exits, the plant's regenerative capacity closes the hole; another swallowed opponent must cut its own way out. A huge tendriculos's interior can hold 2 large, 8 medium, 32 small, 128 tiny, or 512 diminutuve or smaller opponents.

Treant

Type Human (Unchanged)
Size Huge
AC +13 Natural; -2 size
Movement 30'
Attacks 2 Slams (2d6+[1.5*str]); -2 Size
Space/Reach 15'/15'
Str 29 +9 att/dmg
Dex 8 -1 AC, Reflex
Con 21 Gain (5*HD) hp; +5 Fort

Double Damage against Objects (Ex) A treant or animated tree that makes a full attack against an object or structure deals double damage.

Trample (Ex): Reflex DC 22 half. The save DC is strength based.

Skills: Treants have a +16 racial bonus on hide checks made in forested areas.

Udoroot XPH

Type Human (Unchanged)
Size Huge
AC +8 Natural; -2 size
Movement 0'
Attacks -
Space/Reach 15'/0'
Str - +0 att/dmg
Dex - -0 AC, Reflex
Con 16 Gain (3*HD) hp; +3 Fort

Double Manifest (Ex) An udoroot senses its surroundings and manifests its psi-like abilities through its crowns. It can manifest two psi-like abilities per round, as long as it has at least two crowns remaining.

Twilight Guardian DM

Type Human (Unchanged)
Size Large
AC +8 Natural; -1 size
Movement 30'
Attacks 2 Claws (1d6+str) and tail (2d6+[.5*str]+poison); -1 Size
Space/Reach 10'/5'
Str 25 +7 att/dmg
Dex 14 +2 AC, Reflex
Con 20 Gain (5*HD) hp; +5 Fort

Poison (Ex) Injury fort DC 19, initial and secondary damage 1d4 con. The save DC is constitution based.

Ascomoid Dungeonscape

Type Human (Unchanged)
Size Medium
AC +4 Natural; -0 size
Movement 50'
Attacks -
Space/Reach 5'/5'
Str 18 +4 att/dmg
Dex 14 +2 AC, Reflex
Con 16 Gain (3*HD) hp; +3 Fort

Spore Jet (ex) As a standard action it can release a burst of spores. It can aim this burst at any creature within 60' as a ranged touch attack. The spores deal 2d4 acid damage.

Crushing Trample(Ex) Bulk and shape allow it to cush for 2d6+6 with a reflex 17 half save. The save DC is strength based.

Trip (Ex) An ascomoid that hit swith its crushing trample can attempt to trip its opponent as a free action with a +8 modifier without making a touch attack or provoking attacks of opportunity. If the attempt fails the opponent may not react to trip the ascomoid. The check modifier includes a +4 racial bonus.

Saguaro Sentinel SS

Type Human (Unchanged)
Size Huge
AC +15 Natural; -2 size
Movement 20'
Attacks 2 Slams (3d6+[1.5*str]); -2 Size
Space/Reach 15'/15'
Str 33 +11 att/dmg
Dex 8 -1 AC, Reflex
Con 25 Gain (7*HD) hp; +7 Fort

Trample (Ex): Reflex DC 27 half. The save DC is strength based.


Thorns (Ex) These thorns tear at any creature that touches it, dealing 1d6 points of piercing damage. Creatures striking a saguaro sentinel with natural attacks or unarmed strikes are subject to this damage. A creature that is pushed into or falls onto a plant also takes damage from its thorns.

Skills A saguaro sentinel has a +12 racial bonus on disguise checks to resemble an inanimate plant.

Tumbling Mound SS

Type Human (Unchanged)
Size Medium
AC +6 Natural; -0 size
Movement 30'
Attacks 2 Slams (2d6+[1.5*str]); -0 Size
Space/Reach 5'/5'
Str 16 +3 att/dmg
Dex 12 +1 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort

Blood Drain (Ex) It deals 1d4 constitution damage to a grappled creature in any round when it begins its turn grappling the victim.

Improved Grab (Ex) To use this ability, a tumbling mound must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Thorns (Ex) These thorns tear at any creature that touches it, dealing 2d4 points of piercing damage. Creatures striking a tumbling mound with natural attacks or unarmed strikes are subject to this damage. A creature that is pushed into or falls onto a plant also takes damage from its thorns.

Skills Tumbling mounds have a +8 racial bonus on hide checks in dry undergrowth or dead vegetation.

Gas Spore LoM

Type Human (Unchanged)
Size Large
AC +0 Natural; -1 size
Movement 5', fly 20' (poor)
Attacks Slam (1d6+[1.5*str]+spores); -1 Size
Space/Reach 10'/5'
Str 16 +3 att/dmg
Dex 4 -3 AC, Reflex
Con 4 Lose (3*HD) hp; -3 Fort

Death Throws(Ex) A gas spore reduced to 0 or fewer hit points immediately explodes in a powerful burst of spores and foul smelling gas. This blast affects all creatures in a 10' radius, dealing them 6d6 points of sonic damage and exposing them to the spores. A DC 10 reflex save halves the damage. The save DC is constitution based.

Infestation (Ex) Any living nonplant creature that is damaged by a gas spores's slam attack or its death throes must immediately succeed on a DC 12 fortitude save or become infested with spores. An infested creature takes 1d4 points Constitution damage and an additional 1d4 points Constitution damage every hour that follows. The save DC is constitution based.

IronmawFF

Type Human (Unchanged)
Size Huge
AC +18 Natural; -2 size
Movement 10'
Attacks 4 Tendrils (2d6+str) and bite (1d8+[.5*str]); -2 Size
Space/Reach 15'/15'(60' tendril)
Str 30 +10 att/dmg
Dex 9 -1 AC, Reflex
Con 23 Gain (6*HD) hp; +6 Fort

Attach (Ex) Opponents hit by tendril attacks in addition to damage have them attach. A tendril draws an opponent 10' closer in each subsequent round (no attack of opportunity) unless the opponent breaks free, which requires a esccape artist DC 25 or strength DC 26 check. An ironmaw can draw an opponent into its space and engulf as well. A tendril can be severed by a single sunder attempt with a slashing weapon dealing 13 points of damage.

Engulf (ex) As a standard action, an ironmaw may attempt to engulf a size large or smaller creature that enters its space. The victim may make an attack of opportunity but if it does; it is not entitled to a save. Reflex DC 15 or be engulfed; on a success the victim is pushed back or aside but not freed from attached tendrils. Engulfed creatures take 2d6+10 budgeining damage each round and begin to suffocate if not holding their breath.

Illness (Ex)' Anyone caught by a tendril must succeed on a DC 22 fortitude save or take 1d6 of constitution damage.

Wounding (ex) Wounds from tendrils cause 3 points of bleeding damage per round thereafter. Multiple wounds inflict cumulative blood loss. Blood loss can be stopped witha DC 10 heal check or healing spell.

Skills An ironmaw has a +8 racial bonus on listen and spot checks. *In wooded areas ironmaws have a +15 racial bonus on hide checks.

Octopus TreeFF

Type Human (Unchanged)
Size Huge
AC +24 Natural; -2 size
Movement 10', 50' swim
Attacks 8 Tentacles (2d6+str]) and bite (3d8+[.5*str]); -2 Size
Space/Reach 15'/15'
Str 33 +11 att/dmg
Dex 8 -1 AC, Reflex
Con 25 Gain (7*HD) hp; +7 Fort

Frightful Presence (Ex) An octopus tree terrorizes all creatures within 30' with fewer HD or levels. Each opponenet makes a DC19 will save or become shaken, a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune for one day.

Improved Grab (Ex) To use this ability, a octopus tree must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Swallow Whole (Ex): A octopus tree can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. A swallowed creature takes 2d6+str points of bludgeoning damage and 2d4 points of acid damage per round from the octopus tree's internal cavity. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 22). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A cave tyrannosaurus’s gizzard can hold 1 Large, 4 Medium, 16 Small or smaller opponents.

Skills A octopus tree has a +8 racial bonus on swim checks and may take 10 even while distracted or endangered.

BloodthornFF

Type Human (Unchanged)
Size Large
AC +4 Natural; -1 size
Movement 0'
Attacks 4 Tendrils (1d8+str); -1 Size
Space/Reach 10'/10'
Str 20 +5 att/dmg
Dex 17 +3 AC, Reflex
Con 19 Gain (4*HD) hp; +4 Fort

Blood Drain (Ex) If a bloodthorn grabs an opponent, it begins draining blood. It deals 1d4 constitution damage with each successful grapple check. If the opponent wins a grapple check, one of the bloodthorn tentacles comes loose. The resulting wound bleeds for 1 additional round.

Improved Grab (Ex) To use this ability, a bloodthornmust hit with a tendril attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Kelp AnglerFF

Type Human (Unchanged)
Size Large
AC +10 Natural; -1 size
Movement 20', 60' swim
Attacks 4 Tendrils (1d8+str); -1 Size
Space/Reach 10'/5'
Str 20 +5 att/dmg
Dex 15 +2 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort

Improved Grab (Ex) To use this ability, a kelp anglermust hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills A kelp angler has a +8 racial bonus on swim checks and may take 10 even while distracted or endangered. Kelp anglers have a +6 racial bonus to move silently.

SporebatFF

Type Human (Unchanged)
Size Medium
AC +0 Natural; -0 size
Movement 5', 50' fly (good)
Attacks 2 Claws (1d4+str]) and tail rake (1d4+[.5*str]); -0 Size
Space/Reach 5'/5'
Str 14 +2 att/dmg
Dex 21 +5 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort

Vine HorrorFF

Type Human (Unchanged)
Size Medium
AC +8 Natural; -2 size
Movement 30', 20' swim
Attacks 2 Slams (1d6+[1.5*str]); -0 Size
Space/Reach 5'/5'
Str 33 +11 att/dmg
Dex 8 -1 AC, Reflex
Con 25 Gain (7*HD) hp; +7 Fort

Skills A vine horror has a +8 racial bonus on swim checks and may take 10 even while distracted or endangered. *Vine horrors have a +15 racial bonus on hide checks in swamps.

Yellow Musk CreeperFF

Type Human (Unchanged)
Size Huge
AC +6 Natural; -2 size
Movement 5'
Attacks 6 Vinewhips (1d6+str); -2 Size
Space/Reach 15'/15'
Str 10 +0 att/dmg
Dex 16 +3 AC, Reflex
Con 21 Gain (5*HD) hp; +5 Fort

Consume Intelligence(Ex) As a free action, it can extend tendrils into the head of any helpless or unresisting creature that occupies its spcae. These tendrils devour the brain, dealing 1d4 intelligence damage each round. Victims reduced to 0 must make a DC 18 fortitude save or die.

Musk Puff (Ex) The musk has a range of 30' and can target one creature per round. Struck creatures must make a DC18 fortitude save or fall under a mind-affecting compulsion to get closer to the source of the musk. The duration is 2d8 rounds, although creatures within th plant remain under the compulsion until removed. Creatures under the compulsion take no actions other than moving to enter the plants space. Affected creatures do anything they can to comply with the compulson. Once within the plant they are dazed and do not resist the plant.

GreenviseMM2

Type Human (Unchanged)
Size Huge
AC +8 Natural; -2 size
Movement 10'
Attacks 4 Slams (2d4+[1.5*str]) and bite (1d6+[.5*str]); -2 Size
Space/Reach 15'/15'
Str 29 +9 att/dmg
Dex 10 -0 AC, Reflex
Con 18 Gain (4*HD) hp; +4 Fort

Improved Grab (Ex) To use this ability, a greenvisemust hit with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Swallow Whole (Ex): A greenvise can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. A swallowed creature takes 2d6+str points of bludgeoning damage and 2d4 points of acid damage per round from the greenvise's internal cavity. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 22). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A greenvise's gizzard can hold 1 Large, 4 Medium, 16 Small, or 64Tiny or smaller opponents.

NeedlefolkMM2

Type Human (Unchanged)
Size Medium
AC +4 Natural; -0 size
Movement 30'
Attacks Needles (1d12+str]) or 2 claws (1d4+); -0 Size
Space/Reach 5'/5'
Str 12 +1 att/dmg
Dex 10 -0 AC, Reflex
Con 13 Gain (1*HD) hp; +1 Fort

Skills A needlefol has a +16 racial bonus on hide checks in the forest.

Red SundewMM2

Type Human (Unchanged)
Size Huge
AC +4 Natural; -2 size
Movement 20'
Attacks 4 Slams (2d6+[1.5*str]); -2 Size
Space/Reach 15'/15'
Str 29 +9 att/dmg
Dex 8 -1 AC, Reflex
Con 21 Gain (5*HD) hp; +5 Fort

Improved Grab (Ex) To use this ability, a polar bear must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Sticky Acid(Ex) Any creature that makes contact with the red sundew is smeared with sticky acid that deals 1d6 acid per round until removed. Sticky acid remains on a creature for 1d4+1 rounds. It can be washed off with a full round action and a gallon of water.

Warbound ImpalerMM3

Type Human (Unchanged)
Size Large
AC +12 Natural; -1 size
Movement 30'
Attacks 2 Slams (1d8+[1.5*str]); -1 Size
Space/Reach 10'/5'
Str 23 +6 att/dmg
Dex 6 -1 AC, Reflex
Con 22 Gain (6*HD) hp; +6 Fort

Trample (Ex) Reflex 22 half The save DC is strength based.

Thorn Volley (Ex) A warbound impaler's thorns deal 5d6 piercing damage to all creatures within the area DC 22 reflex half. The save DC is strength based.

Wood WoadMM3

Type Human (Unchanged)
Size Medium
AC +4 Natural; -0 size
Movement 30' / climb 20'
Attacks -0 Size
Space/Reach 5'/5'
Str 17 +3 att/dmg
Dex 12 +1 AC, Reflex
Con 16 Gain (3*HD) hp; +3 Fort

Bonus Feat Lightning Reflexes (+2 to reflex saves) Skills A wood woad has a +4 racial bonus on balance and hide checks. A wood woad has a +8 racial bonus on climb checks and can choose to always take 10. In wooded areas a wood woad gains an additional +4 on hide checks.