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Author Topic: Monsters. Oh yeah.  (Read 816 times)

Stephen_Zuckerman

Monsters. Oh yeah.
« on: November 17, 2008, 05:18:38 PM »
So, I was browsing /tg/, and I came across this. And I thought it was awesome.

Just have to spread how awesome Anon can be.

    Awakened Vampire Watermelon

    Small Undead
    HD: 1d12 (6 hp)
    Speed: 30ft (6)
    AC: 20 (+1 Size, +1 Dex, +8 Natural), touch 12, Flat-footed 19
    BAB/Grapple: +0/-4
    Attack: Slam +4 (1d4+4)
    Full Attack: Slam +5 (1d4+4)
    Space/Reach: 5ft/5ft
    Special Attacks: Blood Drain, Children of the Night, Dominatr, Create Spawn, Energy Drain
    Special Qualities: Alternate Form, Damage Reduction, Fast Healing, Gaseous Form, Resistances, Spider Climb, Turn Resistance
    Saves: Fort +0, Ref +3, Will -4
    Abilities: Str 16, Dex 16, Con Ø, Int 2, Wis 3, Cha 5
    Skills: +4 Bluff, +4 Hide, +4 Listen, +4 Move Silently, +4 Search, +4 Sense Motive, +4 Spot
    Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes
    Environment: Haunted Gardens
    Organization: Solitary, Pair, Vine (3-5), or Blood Harvest (1-2, plus spawn)
    CR: 3
    Treasure: Double Standard
    Alignment: Neutral Evil
    Advancement: --
    Level Adjustment --

    Blood Drain (Ex)
    A vampire watermelon can suck blood from a living victim with its, ahem, fangs* by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire watermelon gains 5 temporary hit points.

    *More like slightly sharper than usual stubby edges.

    Children of the Night (Su)
    Vampire watermelons command the lesser creatures of the plant world and once per day can call forth 1d6+1 Shrieker Fungi, 1d3 Violet Fungi, or an Assassin Vine as a standard action. These creatures arrive in 2d6 rounds and serve the vampire watermelon for up to 1 hour.

    Dominate (Su)
    A vampire watermelon can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire watermelon must use a standard action, and those merely looking at it are not affected. Anyone the vampire watermelon targets must succeed on a Will save or fall instantly under the vampire watermelon’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.

    Create Spawn (Su)
    A humanoid or monstrous humanoid (or plant!) slain by a vampire watermelon’s energy drain rises as a vampire spawn 1d4 days after burial/planting. If the vampire watermelon instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire watermelon that created it and remains enslaved until its master’s destruction. At any given time a vampire watermelon may have enslaved spawn totaling no more than 2; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire watermelon can control a number of lesser vampires in this fashion. A vampire watermelon may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

    Energy Drain (Su)
    Living creatures hit by a vampire watermelon’s slam attack gain two negative levels. For each negative level bestowed, the vampire watermelon gains 5 temporary hit points. A vampire watermelon can use its energy drain ability once per round.

    Alternate Form (Su)
    A vampire watermelon can assume the shape of a grapefruit, jack o' lantern, harmless plant, or assassin vine as a standard action. While in its alternate form, the vampire watermelon loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise.

    Damage Reduction (Su)
    A vampire watermelon has damage reduction 10/silver and magic. A vampire watermelon’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

    Fast Healing (Ex)
    A vampire watermelon heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its garden within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire watermelon forced into gaseous form has no effect. Once at rest in its garden, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

    Gaseous Form (Su)
    As a standard action, a vampire watermelon can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

    Resistances (Ex)
    A vampire watermelon has resistance to cold 10 and electricity 10.

    Spider Climb (Ex)
    A vampire watermelon can roll up sheer surfaces as though with a spider climb spell.

    Turn Resistance (Ex)
    A vampire watermelon has +4 turn resistance.
 

ycleption

Re: Monsters. Oh yeah.
« Reply #1 on: November 17, 2008, 05:27:11 PM »
Stephen, I think you meant to put this in the "nwn ideas and suggestions" forum. Maybe a mod can correct his mistake and move the thread?
 

Stephen_Zuckerman

Re: Monsters. Oh yeah.
« Reply #2 on: November 17, 2008, 06:22:01 PM »
Quote from: ycleption
Stephen, I think you meant to put this in the "nwn ideas and suggestions" forum. Maybe a mod can correct his mistake and move the thread?

*cackles.* If only.
 

 

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