Christmas Tree Creatures [Archive] - Wizards Community

Post/Author/DateTimePost
R.M.G.C.L.F.

12-19-06, 03:56 PM
Christmas Tree I:
Yule Pine
Medium Plant
HD:5d8+20(42hp)
Init:-1
Speed: 5ft
AC:15(-1dex, +6natural)
BAB/Grapple:+3/+4
Attacks: 3 claws+4 melee
Damage: claw 1d4+1
Face/Reach: 5ft by 5ft/5ft
Special Attacks: collapse, rain of needles
Special Qualities: cold resistance 15, fruit of light, SR14, DR5/slashing, blindsight 30ft, uncanny slide
Abilities:Str13,Dex8,Con19,Int2,Wis14,Ch a12
Saves: Fort+8, ref+0, will+5
Skills: move silently+11, listen+6
Feats: iron will, skill focus(move silently)
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Environment: Cold and temperate forests and mountains
Organization: solitary or copse (3-7)
CR:3?
Alignment: Always Neutral
Treasure: darkwood, fruit of light
Advancement: 6-9HD(medium), 10-12HD(large), 13-15HD(huge)

A yule pine is a curious pine tree bearing glowing berries of red, blue, yellow, orange, and green.

Yule pines are a curious variety of plant that bears fruit only after the first snowfall of winter. During the off-season they look like ordinary pine trees, and it takes close scrutiny (knowledge(nature) dc:18, wilderness lore dc:21) to see the tell-tale whiffs of cinnamon and holly aromas in the sap and slight metallic sheen to the bark.
An average yule pine is 5ft high and two inches in diameter. Increase 1d12 inches of height and one inch of diameter for every added hit die.

Yule pines generally stake out a territory near their less mobile arboreal kin to attract nocturnal birds and other frujivores. They are generally passive, but react with cautious hostility to fires and anything ax-shaped nearby.

Combat:

Rain of Needles(su): a yule pine can shed needles every 1d4 rounds within its space and threatened area. This deals peircing damage equal to the pine's total hit dice (reflex save dc:16 (con-based) negates) and coats the ground with a layer of sharp needles that are sharp as caltrops until the pine's next turn.

Uncanny Slide(su): yule pines can move about without disturbing a single flake of snow from their bows when they so desire, and gain a +5 enhancement bonus to move silently checks.

Fruit of Light(su): a given yule pines bears 1d12x12 glowing fruits, each of which sheds the same light as a candle and functions as a goodberry. A single one will also cure holly poisoning and prevent frostbite for an hour.

Collapse(ex): a yule pine can fall over on a creature of equal or less size in an adjacent square, a trick it often uses when a percieved threat comes to examine it. Both creatures are automatically knocked prone, and the attack victim is automatically considered pinned by the pine in addition to taking 1d6 peircing damage. This attack can be avoided with a reflex save dc:13, dc:18 if the target is denied their dexterity modifier to the AC.
R.M.G.C.L.F.

12-21-06, 10:44 AM
Christmas Bump
R.M.G.C.L.F.

12-23-06, 06:42 PM
:bump:
Tevish Szat

12-23-06, 07:58 PM
Interesting little thign there... very seasonally appropiate, i take it we'll be seeign more?
Morotis

12-23-06, 08:28 PM
Since you went and made a pear tree, we need to fill it with partridges.

I would add this.

The first day (Ex): Once every 1d4 minutes a yule pine may summon a Partridge swarm (use the bat swarm statistics without wounding or blindsense) as a standard action. The swarm lasts 5d4 rounds, This ability is treated as the Summon Swarm spell of a caster level equal to the yule pine's hit dice.
Slagger the Chuul

12-23-06, 11:40 PM
The first day (Ex): Once every 1d4 minutes a yule pine may summon a Partridge swarm (use the bat swarm statistics without wounding or blindsense) as a standard action. The swarm lasts 5d4 rounds, This ability is treated as the Summon Swarm spell of a caster level equal to the yule pine's hit dice.

That's ridiculous. You can't put more than one partridge in a pear tree. :)

What you really need is a swarm/mob composed of fifty people and twenty-three assorted birds that always drops five golden rings as treasure.

Oh, and eight cows. :P
Tam_OConnor

12-24-06, 11:42 AM
Rumors persist of a 20 HD monstrosity known only as the Royal Tannenbaum. Unlike its fellows, it is said to be malevolent, and takes great pleasure in using its collapse ability on the unwary.

Some variations may inspire Unending Carols (As Tasha's Hideous Laughter, but with singing), either 3/day or as a 20ft aura (Caster Level equals Hit Dice; Cha-based). Suggested +1/ +3 CR increase.

I'm thinking about this far too much. Frohlichten Weinachten!
R.M.G.C.L.F.

12-24-06, 03:18 PM
II
Solstice Fir
Large Plant
HD:12d8+96(150hp)
Init:+1
Speed: 15ft
AC:18(-1size,-3dex, +12 natural)
BAB/Grapple:+9/+16
Attacks: branch claw+11 melee, root tentacle+6 melee
Damage: branch claw 1d8+3, root tentacle 1d4+1 plus trip
Face/Reach: 5ft by 5ft/10ft
Special Attacks: Tinsel Hail, Summon Allies, spell-like abilities, trip
Special Qualities: Star of Illumination, Enduring Regrowth, cold resistance 15, DR10/slashing, DR5/cold iron, low-light vision
Abilities:Str17,Dex4,Con26,Int6,Wis20,Ch a16
Saves: Fort+16, Ref+3, Will+11
Skills: Sense Motive+15, handle animal+8
Feats: Iron Will, Lightning Reflexes, Improved Initiative, (Two more feats that I can't decide on)
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Environment: Cold forests and mountains
Organization: Solitary or grove (1-3 and 2-7 yule pines)
CR:??
Alignment: Often Neutral Good
Treasure: standard coin's wealth in gold and silver pine cones plus star of illumination
Advancement: 13-16HD(large), 17-24HD(huge), 25-28HD(gargantuan)

A solstice fir is a tower tree with thick, velvet-green needles, sandy brown bark, and a profusion of gold and silver pine cones. It's summit is topped with a shining object too distant and bright to clearly make out.

Solstice firs are largely benevolent sentient evergreens with a potent supernatural attunement to the rhythm of seasons. The precious metal pinecones and glowing star that make them evident as occult arborea blossom exactly twelve nights before winter, but they are visible before then as metallic nodules and a faintly phosphorescent tip and minimal foresting knowledge (knowledge(nature) or wilderness lore check dc:11) will match name and description to the strange tree.
Most of solstice fir lifestyle and contemplation revolves around observing the turning of the seasons. They seem to understand time in a non-linear sense, observing certain recurring time periods such as eclipses and holy days as part of a continuous time stream, such that every vernal equinox is the same time as every other vernal equinox, each midsummer night's eve is within the same night simultaneously, etc.

Solstice firs understand celestial and sylvan, but speak only druidic.

combat: Solstice firs are slow to do battle and non-aggressive, do to a confidence in their physical toughness and localized reincarnation. When they do engage in combat, it is of a distant and calculating nature. The standard combat procedure is to open with a tinsel spray and perform a summoning and unleash a searing light until another bombardment of decorations can be prepared. They only wade into melee when all other options are expended.

Spell-like Abilities(sp): once per day sanctuary, searing light, dispel evil; once per solstice eve limited wish. Caster level 12th, dc wisdom-based. The limited wish can only be used for the benefit of another, as per a djinn's wish ability.

Trip(ex): if a solstice fir strikes a creature with its root tentacle, it can make a trip attempt as a free action. The creature cannot respond with a trip attempt if it fails, and the tree does not provoke an attack of opportunity.

Tinsel Hail(su): with a violent shudder, a solstice fir can dislodge a rain of glittering projectiles at its enemies. These often valuable ornaments do 3d6 peircing damage and 1d8 bludgeoning damage to all hostile creatures in a 75ft radius, and have enough valuable materials in their midst to overcome DR/silver, DR/gold, DR/Jade, and DR/admantine. After striking their intended targets the ornaments shatter and dissolve into a luminous glitter which refuses to come off for twelve days and outlines the subject as if by a glitterdust spell. A reflex save dc:24 negates the dust and halves the damage. A solstice fir may uses this attack once every three rounds.

Summon Allies(sp): once per day, as a full-round action, a solstice fir may attempt to summon a swarm of squirrels (use stats for rat swarm with 30ft climb speed and no disease attack) with a 99% chance of success, a trumpet archon with a 33% chance of success, a stellar templated (it's on the monster archive under me, go look it up) lantern archon with a 61% chance of success, or 1d4 yule trees with a 66% chance of success. The summoned creature remains until sunrise or moonrise, whichever is sooner.

Star of Illumination(ex): a solstice fir bears at its peak a single seed shaped like a twelve-pointed star. This seed shines with a light of equal intensity to a daylight spell in a 45ft radius. If planted in an appropriate environment on the summer solstice, it will grow into a full solstice next year, and grant the planters a limited wish.

Enduring regrowth(su): a solstice fir cut down will miraculously regrow the next winter solstice unless the growth site is profaned, sown with salt, or destroyed by fire.