Assassin Tree: Difference between revisions

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   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


| MoveTypes = [[Walk]] 10 ft., See also Rooting Crush
| MoveTypes = [[Walk]] 10 ft., see also Rooting Crush
   <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.)
   <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.)
           [[Burrowing]], [[Tunneling]], [[Earth Glide]]
           [[Burrowing]], [[Tunneling]], [[Earth Glide]]
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   <!-- 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") -->


| PriAtkNotes = plus Searing Rash, see below
| PriAtkNotes = plus Searing Rash
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->


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   <!-- 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 -->


| RangedAtkNotes = as physical slashing damage, plus Searing Rash
| RangedAtkNotes = as slashing (physical) damage, plus Searing Rash
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->


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   <!-- 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 4x4 space, as is normal for a Colossal creature, an Assassin Tree is represented as two, 2x2 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 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.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| 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(see above) 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 against a DC of {{Save-DC}}. If they fail the save they are knocked [[Prone]]. If they make the save, they 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.


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| Save-Type = Fort
| Save-Type = Fort
| Save-Mod =  
| Save-Mod =  
| Frequency = 1/round
| Frequency = rounds
| Effect = 1d3 points of Dexterity damage plus {{Special-Swift-Dmg}} points of non-lethal damage
| Effect = {{Ability-Dmg}} points of [[Ability Damage|DEX damage]] plus {{Special-Swift-Dmg}} points of non-lethal damage
| Fruition = An affected creature falls [[Unconscious]].
| Fruition = Victim falls [[Unconscious]].
| F-Duration = 1d6 hours
| F-Duration = 1d6 hours
}}
}}
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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-4-Description = The first time an Assassin Tree is reduced to zero hitpoints in a battle, it is not destroyed. Instead, it collapses into a massive pile of debris, looses all status conditions, is immune to all damage until its next turn, and its hitpoints are reset to half their normal value. ({{Hit-Points}} HP)
| Ability-4-Description = The first time an Assassin Tree is reduced to zero hit points in a battle, it is not destroyed. Instead, it collapses into a massive pile of debris, loses all status conditions, is immune to all damage until its next turn, and its hit points are reset to half their normal value. ({{Bloodied-Hit-Points}} HP)


:At the beginning of its next turn after Siege of Brambles is activated, the two tokens of its space are removed, and replaced by a single 3x3 token representing the pile of animate debris it has become. This new counter is placed anywhere within its melee reach, calculated from either of its former counters. This new counter may be placed on top of enemy counters without penalty, and all creatures within its new space is automatically struck once by Scourge of Leaves and must make a save against Searing Rash.
: At the beginning of its next turn after Siege of Brambles is activated, the two tokens of its space are removed, and replaced by a single 3x3 token representing the pile of animate debris it has become. This new counter is placed anywhere within its melee reach, calculated from either of its former counters (any square of its new space must share any square within its former melee reach). This new counter may be placed on top of enemy counters without penalty, and all creatures within its new space are automatically struck once by Scourge of Leaves and must make a save against Searing Rash.


:In this form, it loses the ability to use Rooting Crush, but it retains all other abilities and gains the ability to move into, and through, other creatures spaces without penalty or provoking attacks of opportunity, and any creature within its new space suffers Scourge of Leaves damage once when it ends its move.
: In this form, it loses the ability to use Rooting Crush, but it retains all its other abilities, its [[Walk]] speed improves to 25 feet, and it gains the ability to move into, and through, other creatures' spaces without penalty or provoking attacks of opportunity.  Any creature within its new space suffers Scourge of Leaves damage once when it ends its move.
 
: If multiple Assassin Trees are present and have been reduced to their Siege of Brambles forms, they can stack with each other, sharing their space, without penalty, just like swarms.  However, also like swarms, no more than two Siege of Brambles-form Assassin Trees can make their free Scourge of Leaves attack against a single target in a given round, no matter how many are stacked into that creature's space.


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:Where Assassin Trees truly become pernicious is when they are paired with other plant monsters. Sentient plants will 'assign' Assassin Trees to places where they can serve as guards and obstacles. Some plant creatures seem to be able to communicate with Assassin Trees...somehow...and can direct them around.  
:Where Assassin Trees truly become pernicious is when they are paired with other plant monsters. Sentient plants will 'assign' Assassin Trees to places where they can serve as guards and obstacles. Some plant creatures seem to be able to communicate with Assassin Trees...somehow...and can direct them around.  


:Even civilized areas can have Assassin Trees, as they occasionally come into vogue as exotic plantings in the gardens of the rich and evil.  Such domesticated Assassin Trees can be kept fairly docile with plentiful food and water, as well as premium soil.  Note that a disgruntled Assassin Tree does a LOT of siege damage, and will generally break free of nearly any restraint fairly quickly.  Narrow moats of strong brine are often used to deter them in 'decorative' settings, but such measures are far from perfect and magic is the best way to contain them.  
:Even civilized areas can have Assassin Trees.  They occasionally come into vogue as exotic plantings in the gardens of the rich and evil.  Such domesticated Assassin Trees can be kept fairly docile with plentiful food and water, as well as premium soil.  Note that a disgruntled Assassin Tree does a LOT of siege damage, and will generally break free of nearly any confined area fairly quickly.  Narrow moats of strong brine are often used to deter them in 'decorative' settings, but such measures are far from perfect and magic is the best way to contain them.  


:Assassin Trees have been encountered even in sewers, as shoots escape these gardens and sprout in the most inconvenient places.
:Assassin Trees have been encountered even in sewers, as shoots escape these gardens and sprout in the most inconvenient places.

Revision as of 15:47, 6 January 2018