Bandytwines are to Assassins as Treants are to Warriors [Archive] - Wizards Community

Post/Author/DateTimePost
The Vorpal Tribble

10-12-04, 04:00 PM
Bandytwine

From within a tangle of vines, slowly, with more grace than an elf, and the fluid creeping of a shoot, a warped creature closely resembling the vines themselves descends from above. An arm seemingly of braided bark reaches out with lightening speed for your throat...

Size and type: Large Plant
Hit-dice: 4d8+12 (30 HP)
Initiative: +9
Speed: 20 ft., climb 40 ft.
Armor class: 20 (+9 dex, +2 natural, -1 size), flatfooted 11, touch 18
Base attack/grapple: +3/+11
Space/reach: 5 ft./15 ft.
Attack: slam +6 melee (1d6+4)
Full attack: 2 slam +6 melee (1d6+4), 1 bite +1 melee (1d4+1)
Special Attacks: Constrict, Trip
Special Qualities: Immunity to electricity, low-light vision, plant traits, resistance to cold +10 and fire +5
Saves: Fort +7, Ref +10, Will -4
Abilities: Str 19, Dex 28, Con 17, Int 3, Wis 1, Cha 1
Skills: Hide +10*, Move silently +11*, Spot +6
Feats: Lightening Reflexes, Improved Grab (B), Improved Trip
Enviroment: Warm or moderate forest and swamp
Organization: Solitary
Challenge Rating: 3-4
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: Large (5-16 HD), Huge (16-28 HD)

A tall twisted monstrosity between eight and a half to nine feet tall yet only around fifteen centimeters thick. It has a highly flexible body-trunk with thin, smooth, barklike skin that appears to have been twisted around several times. The three gangling legs are slightly longer than the body, a little more than four and a half feet long and appear as thinner twisted cords ending in small round pads from which sprout dozens of long warped toes. The two wavy arms are slimmer yet and many thin, nearly tentacle-like fingers that do not seem to have been twisted, reach out as if questing. The head is a spherical thickened burl atop the body-trunk with two large black eyes with no lids. At the base of the burl is a tiny round mouth with miniscule tearing teeth. It has no nose and only a small sensitive membrane for hearing around the throat and base of the neck. Hanging off the shoulders are a type of spidery moss that forms a symbiotic relationship with the bandytwine and offers it additional camouflage.

A greatly mutated semi-intelligent vine. Similar to mangrove and
baobab trees and many others, bandytwines reproduce by lowering their hands to the ground and covering their fingers over with dirt. They have great patience and a couple or two weeks later a tiny bandytwine rootlet(s) sprout up. Once it has reached a safe size the bandytwine lifts its hand from the ground along with the rootlet. The rootlet latches to the mother's arm and stays interconnected until it reaches a certain size and then it detaches. The parent takes the tentacle clusters and twists them until they combine into legs and arms that are capable of supporting its weight. It is then abandoned and they go their separate ways (no pun intended). Only when food is readily available do they bud. The bandytwines prefer to lie in wait for their meals, blending in with their arms in the air, ideally with their fingers wrapped around a branch for maximum camouflage, and then reaching out quickly and strangling or crushing their prey if it comes
near. If it is a large animal that passes by they will often stay quiet in the hope the animal falls asleep so that it may approach safely.

A bandytwine can understand Sylvan but cannot speak it.

Combat:
Creatures of stealth and deviousness, the bandytwines prefer to lie in
wait for their meals, blending in with their arms in the air, ideally with their fingers wrapped around a branch for maximum camouflage, and then reaching out quickly and strangling or crushing their prey if it comes near. Others prefer to leap silently from their place within the trees and onto their foe.

Camouflage (Ex): Bandytwines look exactly like a twisted bunch of climbing vines even once it is seen while hiding and takes a DC 21 to spot checks to notice it before it attacks. Anyone with ranks in Knowledge (nature) can use that skill in place of a spot check to notice the creature.

Improved Grab (Ex):
Improved Grab (Ex): To use this ability, a Bandytwine must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Constrict (Ex): A bandytwine deals 1d6+4 points of damage per round with a successful grapple check.

Immunities: Bandytwines are immune to electricity, able to direct it down to the ground with no hurt to themselves.

Skills: Bandytwines have a +10 racial bonus on hiding and sneaking checks while in a forested area

Comments, suggestions and constructive critcism much welcomed.
Raymond_Luxury_Yacht

10-12-04, 05:04 PM
Hit Dice should be 4d8+12 (30 hp)
Initiative should be +9.
Armor Class should be 20 (+9 Dex, +2 natural, -1 size), flatfooted 11, touch 18.
Base Attack/Grapple should be +3/+11.
Attack should be Slam +6 melee (1d6+4).
Full Attack should be 2 slams +6 melee (1d6+4) and bite +1 melee (1d4+2).
Damage from Constrict should be 1d6+6.
Resistance to Energy is always in increments of 5.
Saves should be Fort +7, Ref +12, Will -4.
It should have 7 skill points. I don't know how you got those values.
It should have 2 feats.
Improved Grab is not a feat.
Did you really want it not to advance by Hit Dice?