Monday, January 3, 2011

General Rules: Monsters - Fioð Creature (Template)

Fioð Creature (from the Manual of the Planes)

Fioð creatures dwell in the twilight domains of Færie. They have the same general form as material beings but are made entirely of wood, branches, and leaves. They have ebon, opaline spheres for eyes and their clawlike hands end in jagged splinters.

"Fioð" is a template that can be added to any corporeal creature of the following base types: Aberration, animal, beast, magical beast, plant, or vermin. The creature's type changes to "plant". It uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Change to d8.

Speed: Normal (ground) speed is halved. Other types of movement (swim, fly, climb, and so on) are unaffected.

Armor Class: Natural armor improves by +2.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: A fioð creature retains all the special abilities of the base creature and also gains the following ones:
  • Spikes (Ex): A fioð creature can release volleys of bark, splinters, or wood shards, up to four such spikes per round, as a standard action. This attack has a range of 120 feet with no range increment. Damage is 1d6 + the creature's Strength bonus. The fioð creature can launch up to its Hit Die total in spikes per day.
Hit DiceDamage Reduction
1 - 7
-
8 - 11
5/+1
12+
10/+1
Special Qualities: An fioð creature retains all the special qualities of the base creature, and also gains the following ones:
  • Darkvision with a range of 60 feet.

  • Damage reduction (see the table to the right).

  • Plant: Immune to poison, sleep, paralysis, polymorphing, and stunning. Not subject to critical hits. Not subject to mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects).

  • Woodsense (Ex): A fioð creature can automatically sense the location of anything within 60 feet that is in contact with vegetation, even if the fioð creature is not in contact with the same vegetation.
If the base creature already has one or more of these special qualities, use the better value.

Saves: Same as the base creature.

Abilities: Same as the base creature.

Skills: Same as the base creature. If the fioð creature has an Intelligence of 4 or greater, it speaks Fæy.

Feats: Same as the base creature.

Climate/Terrain: Same as the base creature.

Organization: Same as the base creature.

Challenge Rating: Variable (see below):

Hit DiceCR
Up to 3
Same as base creature
3 to 7
Base creature +1
8+
Base creature +2

Treasure: Same as the base creature.

Alignment: Usually neutral.

Advancement: Same as the base creature.

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