Creatures of the Deep Forest [Archive] - Wizards Community

Post/Author/DateTimePost
Aramar the Black

03-18-06, 10:52 PM
For anyone who has read the Chronicles of Thomas Covenant, you may understand the influence for the Forestals. This is a very rough draft, with the weakest of the Forestals.

Forestal, Sapling
Medium Fey
Hit Die: 8d6+16
Initiative: +7
Speed: 40 ft.
Armor Class: 18 (+3 dex, +3 natural, +2 Song)
Base Attack/Grapple: +4/+4
Attack: Sylvan Staff
Space/Reach: 5ft/5 ft.
Special Attacks: Animate Trees, Bond of Nature, Song of the Forest, Spell-Like Abilities, Eyes of the Wierwoods
Special Qualities: Darkvision, DR 10/Cold Iron, Lowlight Vision, Wild Empathy
Saves: Fort +4, Ref +9, Will +10
Abilities: Str 10, Dex 17, Con 14, Int 16, Wis 19, Cha 17
Skills: Concentration +10, Heal +9, Knowledge (Geography) +14, Knowledge (Nature) +14, Listen +12, Move Silently +9, Search +9, Sense Motive +12, Survival +14, Spot +11
Feats: Combat Casting, Enduring Life, Improved Intiative
Enviorment: Any Forest
Society: Solitary or with apprentice
CR: ???
Treasure: None
Alignment: Always Nuetral
Advancement: By Age Category
Level Adjustment:[/b] --

Everthing grows quiet as the song gets louder. From under the boughs steps a far being, tall and woody, dressed in robes of the forest, and crowned by song. With a long, wooden staff in hand, the being emanates power.

Forestals are the manistefations of the spirits of the forests. They and the Forest are one, so to speak, with the Forestals as the mind. They live as long as the forest with which they are "bonded" lives, and in that time learn all there is to know about the Forest's mysteries. Those who are more powerful command beasts, trees, and song, holding the power to stop time, cast out taint, and see into the minds of those courageous enough to come before it.

COMBAT
Animate Trees: Like the Treant Ability.
Wild Empathy: Similar to the druid abilty, but with a natural +6 on the check
Spell-Like Abilities: At Will - Light, Detect Poison, Detect Snares and Pits, Detect Plants and Animals; 3x per day - Entangle, Tree Shape; Once per day - Speak with plants, Plant Growth
Song of Nature: The power of Song grants a +2 deflection bonus to AC, and creates an aura of awe at a range of 100 ft. All who see the Forestal must succeed at a Will save (DC 18) or be awed for 3 rounds.
Bond of Nature: For every 2500 sq. miles of forest that the Forestal commands, It gains a +1 bonus to caster level when determining checks, damage die, distance, and save DCs, and a +2 bonus to HP. The Forestal must be bonded with at least 2500 sq. m of forest; should the forest in question grows to less than that size, the Forestal suffers 1 negative level, 1 point of Con, and 2 points of Wis every time the size of the forest halves, with intiial penalties for the first time the area drops below 2500.
Eyes of the Wierwoods: One time per day per age category, the Forestal may tap into the forest, the act as though they were standing at a wierwood in any part of the forest. In this state, which lasts for 1 round +1 per age category, they can hear, see, and small as though they were actually there.


***Development Notes:
This is a very rough draft, as you can tell. I would like to flesh out the Song of Nature and Bond of Nature qualities, as well provide something better for a sylvan staff than a suped-up Druid's Staff. Eyes of the Wierwoods in an abiltiy made up practically on the spot, inspired by fabled abilties in the novels of Goerge R.R. Martin. Also, given the immense life span of Foresals, a large table is needed, like what dragons have, to determine progression of abilties as Forestals age. This also make me wonder about a appropriate starting stats. Suggestion and criticism would be welcomed.



White Hart
Large Magical Beast
Hit Dice: 6d10+18 (48)
Initiative: +7
Speed: 65 ft. (13 squares)
Armor Class: 15 (+3 Dex, +2 Natural)
Base Attack/Grapple: +5/+11
Attack: Gore +6 (d12+2), or hoof +2 (d8+1), or bite -3 (d8+1)
Space/Reach: 10 ft./10 ft.
Special Attacks: --
Special Qualities: Charm immunity, Darkvision 60 ft., DR 15/magic, Fast Healing 5, Lowlight Vision, Spell Resistance 6, Trackless Step.
Saves: Fort +8, Ref +9, Will +4
Abilities: Str 14, Dex 18, Con 16, Int 6, Wis 16, Cha 10
Skills: Hide +7, Move Silently +7, Sense Motive +4, Jump +4, Listen +5
Feats: Alertness, Dash, Improved Initiative, Run
Environment: Temperate areas
Organization: Solitary or Family (2+d3 young)
Challenge Rating: ?
Treasure: None
Alignment: Always Neutral
Advancement: 7-9 HD (Large), 10-18 HD (Huge)
Level Adjustment: --

A stag, large, pure white, and sporting 18-point antlers, steps out in front of you. Ears twitching, it notices you, and looks at you with it’s pearly black eyes before bounding away at incredible speed.

The White hart is an elusive creature that many noble whould to die to have mounted over thier hearth. With it’s white coat and antlers, it beckons all hunters around the world. It has never been caught, though many people will claim they have caught it.

[b]COMBAT[b]
When someone does catch up to the White Hart, it will either attempt to incapitate it’s opponent before fleeing again, or put up a furious fight.
Charm Immunity: The White hart is immune to all spells in the enchantment school.
Trackless Step: This functions just as the druid ability.
darth_borehd

03-29-06, 01:15 AM
I'm confused by the Forestal. Can you describe more about what it looks like? Also, I don't quite get the "Bond of Nature" nature and some of the other abilties. I've never read the book, so maybe you could provide some more info.

I really like the idea behind the white hart, but the text is hard to follow.
Aramar the Black

04-04-06, 09:15 AM
Sorry.
I've got a re-done Forestal, with age table, that I'll get posted when I have the chance.
I'll go edit that White Hart text now.