Assassin Tree: Difference between revisions

From Epic Path
Jump to navigation Jump to search
m (Text replacement - "QuaAtkVSTouchAC" to "Qua-Atk-Is-Touch")
No edit summary
Line 33: Line 33:


| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description |  
| Description | Assassin Trees are full-sized trees that are animate and perfectly hostile to all other animate existence.  As a plant, the Assassin Tree considers all non-plant creatures to be enemies.
Assassin Trees are full-sized trees that are animate and perfectly hostile to all other animate existence.  As a plant, the Assassin Tree considers all non-plant creatures to be enemies.


:Assassin Trees are thankfully rare compared to other sorts of trees, but that still means they are uncomfortably common.  They can be found in forests and jungles, hilly or mountainous wilderness, swamps, and even tundra and deserts. Indeed, more than a few desert oases have been lost to these vegetable menaces.
:Assassin Trees are thankfully rare compared to other sorts of trees, but that still means they are uncomfortably common.  They can be found in forests and jungles, hilly or mountainous wilderness, swamps, and even tundra and deserts. Indeed, more than a few desert oases have been lost to these vegetable menaces.
Line 40: Line 39:
:Even worse, it is not uncommon to find Assassin trees in ruins and abandoned structures everywhere, often in the company of Leatherleaf (which explains how the ruins came to be ruined). In the wild, Assassin Trees can be attracted to campfires and the like, although thankfully, these wooden beasts seem to be less active in the hours of darkness.   
:Even worse, it is not uncommon to find Assassin trees in ruins and abandoned structures everywhere, often in the company of Leatherleaf (which explains how the ruins came to be ruined). In the wild, Assassin Trees can be attracted to campfires and the like, although thankfully, these wooden beasts seem to be less active in the hours of darkness.   


:Perhaps worst of all, it is not uncommon for the rich and powerful to have Assassin Trees as part of their landscaping. A grove of Assassin Trees in the center of a decorative garden can be a useful thing for the rich and evil....
:Perhaps worst of all, it is not uncommon for the rich and powerful to have Assassin Trees as part of their landscaping. A grove of Assassin Trees in the center of a decorative garden can be a useful thing for the rich and evil...


:The Assassin Tree is a carnivorous plant that creates its own grisly fertilizer by smashing animals with its long, heavy branches. These remarkable plants can detect movements in the earth and air and detect changes in light and heat through their broad leaves, giving them exceptional awareness of the area around them. Possessing limited intelligence or agenda, they lash out at whatever living things pass nearby, rarely worrying about how dangerous those things might be.
:The Assassin Tree is a carnivorous plant that creates its own grisly fertilizer by smashing animals with its long, heavy branches. These remarkable plants can detect movements in the earth and air and detect changes in light and heat through their broad leaves, giving them exceptional awareness of the area around them. Possessing limited intelligence or agenda, they lash out at whatever living things pass nearby, rarely worrying about how dangerous those things might be.
Line 154: Line 153:
   <!-- Put any DR or ER values here -->
   <!-- Put any DR or ER values here -->


to Cold (uncommon energy) damage
{{dmg|Cold}}
::* '''''Immune (no effect):''''' to Light (exotic energy) damage
::* '''''Immune (no effect):''''' {{dmg|Light}}
 
   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
Line 225: Line 225:
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->


| Pri-Atk-Dmg-Type =  
| Pri-Atk-Dmg-Type = slashing
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| PriAtkNotes = plus Searing Rash
| PriAtkNotes = '''plus:''' Searing Rash
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


Line 438: Line 438:
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| Ranged-Atk-Dmg-Type =  
| Ranged-Atk-Dmg-Type = abrasion
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| RangedAtkNotes = as slashing (physical) damage, plus Searing Rash
| RangedAtkNotes = '''plus:''' Searing Rash
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


Line 572: Line 572:
<!--  LANGUAGES  -->
<!--  LANGUAGES  -->


| Languages =  
| Languages =
   <!-- Comma-separated list -->
   <!-- Comma-separated list -->


Line 660: Line 660:
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = Instead of a single 20-foot (a 4x4 square) space, as is normal for a Colossal creature, an Assassin Tree is represented as two, 10-foot (two 2x2 squares) spaces on the battlefield (one for each root ball). The huge mass of the tree is balanced above. Despite having two tokens on the field of play, it only has one pool of hit points and is a single creature for purposes of area of effect damage and status conditions.
| Ability-1-Description = Instead of a single 25-foot (a 5x5 square) space, as is normal for a Colossal creature, an Assassin Tree is represented as two 10-foot (two 2x2 squares) spaces on the battlefield (one for each root ball). The huge mass of the tree is balanced above. Despite having two tokens on the field of play, it only has one pool of hit points and is a single creature for purposes of area of effect damage and status conditions.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
Line 701: Line 701:
| Ability-2-Description = As a full attack action, instead of attacking adjacent creatures with Scourge of Leaves, the Assassin Tree pulls up one of its two root balls and 'takes a step' with it, attacking all creatures in a 25 ft. x 25 ft. space (5x5 square area) adjacent to where the 'stepping' root ball sets down. The 'stepping' root ball must set down in an unoccupied space that is within 50 feet of the 'rooted' root ball (the one that did not move). Every time it uses Rooting Crush the Assassin Tree may choose which root ball to move and which one to root.  Rooting Crush does not provoke attacks of opportunity. When it uses Rooting Crush, it rolls a separate to-hit roll for Scourge of Leaves (its basic melee attack) for each creature in the affected area, but rolls damage only once for all creatures successfully struck.  
| Ability-2-Description = As a full attack action, instead of attacking adjacent creatures with Scourge of Leaves, the Assassin Tree pulls up one of its two root balls and 'takes a step' with it, attacking all creatures in a 25 ft. x 25 ft. space (5x5 square area) adjacent to where the 'stepping' root ball sets down. The 'stepping' root ball must set down in an unoccupied space that is within 50 feet of the 'rooted' root ball (the one that did not move). Every time it uses Rooting Crush the Assassin Tree may choose which root ball to move and which one to root.  Rooting Crush does not provoke attacks of opportunity. When it uses Rooting Crush, it rolls a separate to-hit roll for Scourge of Leaves (its basic melee attack) for each creature in the affected area, but rolls damage only once for all creatures successfully struck.  


:In addition, all creatures that are adjacent to the space where it sets down its root ball must make a Reflex save versus a DC of {{Save-DC}} or they are knocked [[Prone]]. Creatures that succeed on the save are [[Quelled]] instead.
:In addition, all creatures that are adjacent to the space where it sets down its root ball must make a Reflex save versus a DC of {{Save-DC}} or they are knocked [[Prone]]. Creatures that succeed on the save are [[Quelled]] instead.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
Line 741: Line 741:


| Ability-3-Description = Searing Rash is a savage allergic reaction, caused by contact with the bark, roots, or leaves of an Assassin Tree. It causes terrible pain, incredible itching, and raises huge, blood-weeping welts.
| Ability-3-Description = Searing Rash is a savage allergic reaction, caused by contact with the bark, roots, or leaves of an Assassin Tree. It causes terrible pain, incredible itching, and raises huge, blood-weeping welts.
{{Malady
{{Malady
| Name = Searing Rash
| Name = Searing Rash
Line 747: Line 746:
| Save-Type = Fort
| Save-Type = Fort
| Save-Mod =  
| Save-Mod =  
| Frequency = rounds
| Frequency =  
| Effect = {{Ability-Dmg}} points of [[Ability Damage|DEX damage]] plus {{Special-Swift-Dmg}} points of non-lethal damage
| Effect = {{Ability-Dmg}} points of [[Ability Damage|DEX damage]] plus {{Special-Standard-Dmg}} points of {{dmg|non-lethal damage}}
| Fruition = Victim falls [[Unconscious]].
| Fruition = Victim falls [[Unconscious]] and cannot be awakened by normal means.
| F-Duration = 1d6 hours
| F-Duration = 1d6 hours.
}}
}}



Revision as of 19:18, 13 August 2019