Fetid Mound: Difference between revisions

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m (Text replacement - " <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | Role-Only--Replace-Leader-Power--Concentration" to " <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or...)
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   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 8
| Max-CR = 16


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image | Fetid_Mound_1.png
| Image | Fetid_Mound_2.png
   <!-- Value: file name and extension only    -->
   <!-- Value: file name and extension only    -->
   }}</onlyinclude>
   }}</onlyinclude>
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->


   }}</onlyinclude>
   }}</onlyinclude>
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| Restrict-Role-Skirmisher =  
| Restrict-Role-Skirmisher =  
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm =
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
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| Description | A Fetid Mound is a massive pile of dead and decaying vegetable matter, similar to a compost heap, that has become animated by an undead spirit.  They are malevolent and murderous, killing anything that lives to add to their bulk. Fetid Mounds will target plants as much as they do animals and people, and will "graze" upon the plants in an area to maintain their rotting hulk.
| Description | A Fetid Mound is a massive pile of dead and decaying vegetable matter, similar to a compost heap, that has become animated by an undead spirit.  They are malevolent and murderous, killing anything that lives to add to their bulk. Fetid Mounds will target plants as much as they do animals and people, and will "graze" upon the plants in an area to maintain their rotting hulk.


:Fetid Mounds are deadly in combat if you get too close, as they can suddenly rush over top of nearby foes and sweep them up inside their interiors, which are hot and smothering.  Few indeed are the heroes mighty enough to escape from the interior of a Mound before they are killed by the heat and debris!
Fetid Mounds are deadly in combat if you get too close, as they can suddenly rush over top of nearby foes and sweep them up inside their interiors, which are hot and smothering.  Few indeed are the heroes mighty enough to escape from the interior of a Mound before they are killed by the heat and debris!


:Fetid Mounds are surprisingly common, and often form after large floods in areas with zombies, as flood debris including zombie bodies form ideal seed masses for them.  They can also be made deliberately, and unlike most horrors, making a fetid mound is quite easy: Throw zombie corpses into a compost heap. More often than not, you wind up with some fetid mounds.   
Fetid Mounds are surprisingly common, and often form after large floods in areas with zombies, as flood debris including zombie bodies form ideal seed masses for them.  They can also be made deliberately, and unlike most horrors, making a fetid mound is quite easy: Throw zombie corpses into a compost heap. More often than not, you wind up with some fetid mounds.   


:Fetid Mounds are why the only safe way to dispose of undead corpses is to burn them, and even then, they will eventually reform.  
Fetid Mounds are why the only safe way to dispose of undead corpses is to burn them, and even then, they will eventually reform.  
   }}</onlyinclude>
   }}</onlyinclude>


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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Plant
| Type | Plant
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Undead
| Subtype | Undead
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
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   <!-- 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
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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   <!-- 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 =  has 50% miss chance beyond 30 feet, '''plus:''' [[Entangled]]
| RangedAtkNotes =  beyond 30 feet, misses on a Natural 12 or less, '''plus:''' [[Entangled]]
   <!-- 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)") -->


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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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| Str = 24
| Str = 24
| Dex = 10
| Dex = 10
| Con = -
| Con = 0
| Int = 8
| Int = 8
| Wis = 14
| Wis = 14
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<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->


<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




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   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->


| Ability-1-Action-Required =  
| Ability-1-Action-Required = Part of a Move Action, 1/Enc
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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| Ability-1-Description = Once per encounter as part of a move action, a Fetid Mound may move over and engulf any Large or smaller creatures in its path. It can still make two fibrous claws attacks during a round in which it engulfs (but no bite), and those attacks may be against the target(s) of its engulf (typically as it become close enough to hit with its reach, but it will usually make the attacks regardless of reach) or possibly against any other target within reach. The fetid mound merely has to move over the opponents, affecting as many as it can cover.  
| Ability-1-Description = Once per encounter as part of a move action, a Fetid Mound may move over and engulf any Large or smaller creatures in its path. It can still make two fibrous claws attacks during a round in which it engulfs (but no bite), and those attacks may be against the target(s) of its engulf (typically as it become close enough to hit with its reach, but it will usually make the attacks regardless of reach) or possibly against any other target within reach. The fetid mound merely has to move over the opponents, affecting as many as it can cover.  


:Opponents about to be engulfed may make attacks of opportunity against the mound, but if they do so they are not entitled to a saving throw against the engulf and are automatically overcome. Those who do not attempt attacks of opportunity can attempt a DC {{Save-DC}} Reflex save to avoid being engulfed. On a success, they are pushed back or aside (victim's choice) as the mound moves forward (this is forced movement).  
Opponents about to be engulfed may make attacks of opportunity against the mound, but if they do so they are not entitled to a saving throw against the engulf and are automatically overcome. Those who do not attempt attacks of opportunity can attempt a DC {{Save-DC}} Reflex save to avoid being engulfed. On a success, they are pushed back or aside (victim's choice) as the mound moves forward (this is forced movement).  


:Engulfed creatures gain the [[Pinned]] condition, and are trapped within the fetid mound's body until they escape (see the rules for escaping a Pin at the condition link) or the mound is slain.  
Engulfed creatures gain the [[Pinned]] condition, and are trapped within the fetid mound's body until they escape (see the rules for escaping a Pin at the condition link) or the mound is slain.  


:At the beginning of each of the Fetid Mound's turns after a creature is engulfed, each engulfed creature takes {{Special-Standard-Dmg}} points of {{dmg|gnashing}} damage, from the hot, crushing interior of the fetid mound.  Up to four living medium (or smaller) creatures or one large living creature may be engulfed at any time.  Creatures that are engulfed do not have line of sight or line of effect out of the mound.   
At the beginning of each of the Fetid Mound's turns after a creature is engulfed, each engulfed creature takes {{Special-Standard-Dmg}} points of {{dmg|gnashing}} damage, from the hot, crushing interior of the fetid mound.  Up to four living medium (or smaller) creatures or one large living creature may be engulfed at any time.  Creatures that are engulfed do not have line of sight or line of effect out of the mound.   


:Creatures that are slain no longer occupy space within the mound, allowing more creatures to be engulfed.
Creatures that are slain no longer occupy space within the mound, allowing more creatures to be engulfed.




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| Role-Only--Replace-Legend-Power--Type =  
| Role-Only--Replace-Legend-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Legend-Power--Concentration =  
| Role-Only--Replace-Legend-Power--Concentration =  
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| Role-Only--Replace-Minion-Power--Type =  
| Role-Only--Replace-Minion-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Minion-Power--Concentration =  
| Role-Only--Replace-Minion-Power--Concentration =  
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| Role-Only--Replace-Shooter-Power--Type =  
| Role-Only--Replace-Shooter-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Shooter-Power--Concentration =  
| Role-Only--Replace-Shooter-Power--Concentration =  
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| Role-Only--Add-Skirmisher-Power--Type =  
| Role-Only--Add-Skirmisher-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Add-Skirmisher-Power--Concentration =  
| Role-Only--Add-Skirmisher-Power--Concentration =  
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| Role-Only--Replace-Sneak-Power--Type =  
| Role-Only--Replace-Sneak-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Sneak-Power--Concentration =  
| Role-Only--Replace-Sneak-Power--Concentration =  
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| Role-Only--Replace-Sneak-Power--Description =  
| Role-Only--Replace-Sneak-Power--Description =  
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =


     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
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<!--  COMBAT TACTICS  -->
<!--  COMBAT TACTICS  -->


| CombatTactics = Fetid Mounds are not smart, but the fact they have a mind at all is a huge surprise, considering how they arise.  Fetid Mounds are blind, and sense the world through smell and hearing, as well as vibrations in the ground and air.  While they can tear off huge masses of their substance and make ranged attacks with their Hurl Debris attack, any ranged attacks made past the limits of their tremorsense are made at a 50 percent miss chance, assuming they can figure out which square to aim out.
| CombatTactics = Fetid Mounds are not smart, but the fact they have a mind at all is a huge surprise, considering how they arise.  Fetid Mounds are blind, and sense the world through smell and hearing, as well as vibrations in the ground and air.  While they can tear off huge masses of their substance and make ranged attacks with their Hurl Debris attack, any ranged attacks made past the limits of their tremorsense miss on a Natural 12 or less on the to-hit die roll, assuming they can figure out which square to aim out.


:Any creature hit by Hurled Debris gains the [[Entangled]] condition, from the hundreds of pounds of stinking fetor and sticks that has crashed down around them.
Any creature hit by Hurled Debris gains the [[Entangled]] condition, from the hundreds of pounds of stinking fetor and sticks that has crashed down around them.


:In a battle, Fetid Mounds like to close in against enemies and use their reach to make Cleave combat maneuvers on as many foes as they can. Due to their reach, they can Cleave into a 'second rank' of enemies with ease, and it's one of their favorite actions.   
In a battle, Fetid Mounds like to close in against enemies and use their reach to make Cleave combat maneuvers on as many foes as they can. Due to their reach, they can Cleave into a 'second rank' of enemies with ease, and it's one of their favorite actions.   


:Once they are adjacent to their foes, they will try to Engulf as many as possible into their wretched fever-hot interior.
Once they are adjacent to their foes, they will try to Engulf as many as possible into their wretched fever-hot interior.






| OutOfCombat = Compared to most monstrous things of their sheer power, Fetid Mounds are very easy to make.  Throwing a few crippled-up zombies into a hot compost heap almost always does the rick, the vegetable matter combining with the undead in a truly terrible fashion.
| OutOfCombat = Compared to most monstrous things of their sheer power, Fetid Mounds are very easy to make.  Throwing a few crippled-up zombies into a hot compost heap almost always does the trick, the vegetable matter combining with the undead in a truly terrible fashion.


:As a result, it is very common to find fetid mounds anywhere there are lairs with intelligent monsters.  Fetid mounds serve as living trash dumps, thriving on leftover food and prisoners, and they are plenty smart enough to defend their lairs and hosts with vigor.
As a result, it is very common to find fetid mounds anywhere there are lairs with intelligent monsters.  Fetid mounds serve as living trash dumps, thriving on leftover food and prisoners, and they are plenty smart enough to defend their lairs and hosts with vigor. Otyughs tend to treat Fetid Mounds as a sort of horrible pet and/or guard service, in exchange for corpses and other choice offal.


:There are apocryphal reports of fetid mounds that have been fed and pampered for many years, until they grow to the size of a castle!
There are apocryphal reports of fetid mounds that have been fed and pampered for many years, until they grow to the size of a castle!





Latest revision as of 21:42, 4 February 2023

Fetid Mound (CR 11)

Pure Evil - Large - Plant (Undead)
Lore: Know (Nature)
22 40
Basic DC Full DC
Initiative
Initiative Icon 2.png
18
Perception:
28 +18
Passive Active
Ambush:
8+
on a d20
  • Ambush Notes: Fetid Mounds look a lot like random debris, and thus are very good at ambushes.

Movement Types:

Defense

AC
Shield Icon 3.png
30
Man Def
Shield Icon 3.png
30
Monster Health
242 121 19
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +8
Refl: +8
Will: +13

Strong Against:

Weak Against:

  • (Undead 1) Undead cannot be healed normally, but negative energy restores their health like healing.

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+18
Sword Icon 3.png
Man Off
+18
Sword Icon 3.png
Action
0
Points
  • Maneuver Offense Notes: +3 on Cleaves

Standard Attack (Melee):

  • 1x Debris Bite +18 (3d10+11/x2)
    as crushing (physical, common)

Full Attack (Melee):

  • 1x Debris Bite +18 (3d10+11/x2)
    as crushing (physical, common)
  • 2x Fibrous Claws +18 (3d6+3/x2)
    as slashing (physical, common)

Standard Attack (Ranged):

  • 1x Hurled Debris +18 (3d10+11/x2)
    as bludgeoning (physical, common)

    beyond 30 feet, misses on a Natural 12 or less, plus: Entangled

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

24
STR
10
DEX
CON
8
INT
14
WIS
8
CHA

Skills:

Languages: Slough, Thanic, Common

Feats:

Special Abilities

Engulf (Ex) Part of a Move Action, 1/Enc

Once per encounter as part of a move action, a Fetid Mound may move over and engulf any Large or smaller creatures in its path. It can still make two fibrous claws attacks during a round in which it engulfs (but no bite), and those attacks may be against the target(s) of its engulf (typically as it become close enough to hit with its reach, but it will usually make the attacks regardless of reach) or possibly against any other target within reach. The fetid mound merely has to move over the opponents, affecting as many as it can cover.

Opponents about to be engulfed may make attacks of opportunity against the mound, but if they do so they are not entitled to a saving throw against the engulf and are automatically overcome. Those who do not attempt attacks of opportunity can attempt a DC 21 Reflex save to avoid being engulfed. On a success, they are pushed back or aside (victim's choice) as the mound moves forward (this is forced movement).

Engulfed creatures gain the Pinned condition, and are trapped within the fetid mound's body until they escape (see the rules for escaping a Pin at the condition link) or the mound is slain.

At the beginning of each of the Fetid Mound's turns after a creature is engulfed, each engulfed creature takes 3d8+7 points of gnashing (physical, uncommon) damage, from the hot, crushing interior of the fetid mound. Up to four living medium (or smaller) creatures or one large living creature may be engulfed at any time. Creatures that are engulfed do not have line of sight or line of effect out of the mound.

Creatures that are slain no longer occupy space within the mound, allowing more creatures to be engulfed.

Fetid Mound

Fetid Mound

A Fetid Mound is a massive pile of dead and decaying vegetable matter, similar to a compost heap, that has become animated by an undead spirit. They are malevolent and murderous, killing anything that lives to add to their bulk. Fetid Mounds will target plants as much as they do animals and people, and will "graze" upon the plants in an area to maintain their rotting hulk.

Fetid Mounds are deadly in combat if you get too close, as they can suddenly rush over top of nearby foes and sweep them up inside their interiors, which are hot and smothering. Few indeed are the heroes mighty enough to escape from the interior of a Mound before they are killed by the heat and debris!

Fetid Mounds are surprisingly common, and often form after large floods in areas with zombies, as flood debris including zombie bodies form ideal seed masses for them. They can also be made deliberately, and unlike most horrors, making a fetid mound is quite easy: Throw zombie corpses into a compost heap. More often than not, you wind up with some fetid mounds.

Fetid Mounds are why the only safe way to dispose of undead corpses is to burn them, and even then, they will eventually reform.

Combat Tactics

Fetid Mounds are not smart, but the fact they have a mind at all is a huge surprise, considering how they arise. Fetid Mounds are blind, and sense the world through smell and hearing, as well as vibrations in the ground and air. While they can tear off huge masses of their substance and make ranged attacks with their Hurl Debris attack, any ranged attacks made past the limits of their tremorsense miss on a Natural 12 or less on the to-hit die roll, assuming they can figure out which square to aim out.

Any creature hit by Hurled Debris gains the Entangled condition, from the hundreds of pounds of stinking fetor and sticks that has crashed down around them.

In a battle, Fetid Mounds like to close in against enemies and use their reach to make Cleave combat maneuvers on as many foes as they can. Due to their reach, they can Cleave into a 'second rank' of enemies with ease, and it's one of their favorite actions.

Once they are adjacent to their foes, they will try to Engulf as many as possible into their wretched fever-hot interior.

Out of Combat

Compared to most monstrous things of their sheer power, Fetid Mounds are very easy to make. Throwing a few crippled-up zombies into a hot compost heap almost always does the trick, the vegetable matter combining with the undead in a truly terrible fashion.

As a result, it is very common to find fetid mounds anywhere there are lairs with intelligent monsters. Fetid mounds serve as living trash dumps, thriving on leftover food and prisoners, and they are plenty smart enough to defend their lairs and hosts with vigor. Otyughs tend to treat Fetid Mounds as a sort of horrible pet and/or guard service, in exchange for corpses and other choice offal.

There are apocryphal reports of fetid mounds that have been fed and pampered for many years, until they grow to the size of a castle!

Rewards

XP: 12,800

Treasure: Sellable Goods worth 9,375 gp.

Weight: 110 lbs.     Volume: 4.4 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)