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| OamuTheMonk12-04-05, 02:47 AM | Bellastis Huge Plant HD:10d8+80 (125hp) Init: +8 Speed:50' Space/Reach: 15'/10' AC:20 (+8natural,+4dex,-2 size),touch 12, flat-footed 15 BAB/Grapple:+7/+21 Attack: Thorns +11 (2d6+9 plus Green Flame) Full Attack: Thorns +11 (2d6+9 plus Green Flame) Special Attacks: Green Flame, Embers, Spell-like abilities, Trample Special Qualities: Woodland Passage, Fire Immunity, Plant traits, Low light vision, DR 5/Slashing and Magic Saves: Fort+15,Ref+9,Will+8 Abilities:Str23,Dex18,Con26,Int15,Wis16, Cha18 Skills: Listen +16, Spot +16, Hide+15, Move Silently +15 Feats: Improved Initiative, Lightning Reflexes, Iron Will, Combat Reflexes Environment: Warm Forests Organization: Solitary CR:9 Alignment: Usually Neutral Evil Treasure: none Advancement: 11-18HD(huge), 19-25HD(gargantuan) A Bellastis at rest resembles a tangled, thorny mound of brush, covered with large red and white blossoms. When confronted with incursions into its territory, it bursts into spectacular green flame, and rolls after it's targets with malicious purpose. Bellastis were originally created by Druidic magic to help prevent wildfires. Using their Green Flame, Bellastis would destroy dead brush and fallen growth before it could become a wildfire hazard. However, at some point in their evolution, Bellastis developed a malicious streak, turning their powers on all non-plant life. Bellastis territory is identifiable by it's pristine plant growth, and distinct paucity of animal activity. Combat A Bellastis usually begins combat by using it's Entangle Spell-like ability on the greatest number of foes that it can, then charging the weakest targets first. It uses it's Trample abilty to it's best effect, then follows up with it's Scorching Ray or Flaming sphere Spell-like abilities on foes that withstand it's early attacks. A Bellastis is not averse to fleeing, should circumstances turn against it. Green Flame (Su): As a swift action, a Bellastis can shroud it's body in supernatural green fire. This fire does not harm living plant matter in any way. Non-Plant creatures struck by a Bellastis natural attacks take an additional 1d8 points of fire damage from these flames. Embers(Su): When a Bellastis' Green Flame is active, creatures that strike a Bellastis with natural attacks or melee weapons must make a DC 23 Reflex save, or become covered in burning embers. These embers continue to burn for 1d4 rounds unless extinguished, dealing 1d8 fire damage. Multiple exposures to these embers are not cumulative, merely increasing the duration that the embers burn. Attacks made with reach weapons do not endanger their wielders in this way. The save DC is Constitution based. Spell-like abilities(Sp): At will: Flaming Sphere (DC20), Entangle (DC 19), Warp Wood (DC 20), 3/day Scorching Ray. Caster Level 9th. A Bellastis' Scorching Ray and Flaming sphere abilities are composed of green flame, and cannot affect living plant matter. Trample (Ex): Damage 2d6+9 plus Green Flame. Reflex half DC 21. The save DC is Strength-based. Woodland Passage (Ex): A Bellastis can move through areas of thick underbrush and vegetation without penalty. A Bellastis can, by shaping its tangle-like body, even move through spaces occupied by massive trees as though they were unoccupied, suffering no movement or combat penalties or restrictions. A Bellastis can even ignore the effects of Entangle (cast by itself or others), but not other spells designed to hinder movement. A bellastis has a +8 racial bonus to hide checks made in a forested area. |
| dok12-04-05, 02:46 PM | By the numbers... Space/Reach: 15'/5' Huge creatures should have a minimum reach of 10', IMHO. Attack: Thorns +11 (1d8+6 plus Green Flame) If this is a melee attack, and its the only melee attack the creature can make, then damage should be x1.5 strength, for +9. Your Hide skill modifier is too high; creature size modifies the hide skill (http://www.d20srd.org/srd/skills/hide.htm); a Huge creature takes a -8 modifier, for a total Hide check of +7. If Hiding is an important function of this creature, I'd suggest swapping out Improved Natural Armor for either Skill Focus or Stealthy. Green Flame (Su): At will, as a swift action... Delete "At Will", it's both redudant in syntax and confusing in game mechanics. Just begin with "As a swift action..." Does the Embers(Su) ability work even when the Green Flame ability is not active? I have a few other suggestions: 1.) The Thorns damage (and by extension, the Trample Damage) both look too small for a Huge creature, especially for the only attack the creature makes in a round. I would consider either pushing it up to 2d6, or letting the creature make multiple attacks with a full-attack action. ("2 thorns" or "3 thorns") 2.) One thing to be aware of: this creature has nifty SLAs, but no ranks in Concentration; given the range on burning hands, odds are it won't ever be able to successfully use it in combat. It will try, provoke an AoO, get hit for damage, and fail its Concentration check. I'd suggest replacing burning hands with flaming sphere. I'm not sure about CR, but these days I simply leave that to playtesting. My intial feeling is that it's got a mismatch of hit points, AC, and attacks for it's CR. High hit points + moderately low AC (for CR 9) spells trouble. It's attacks don't deal a lot of damage (1 attack for 1d8+6) and its special ability (+1d8 fire) may or may not be a factor for the encounter range it's in (usable against parties of 4th to 14th level) One last question: why the 18 charisma? I mean, aside from DCs on SLAs? I like the idea, and I think the execution is neat. |
| OamuTheMonk12-04-05, 03:22 PM | Space/Reach: 15'/5' Huge creatures should have a minimum reach of 10', IMHO. Thought about that. Problem is, it doesn't really attack with a pseudopod or limb...you pretty much have to be adjacent to it for it to rake you with it's thorns. I'll have to think about it. Attack: Thorns +11 (1d8+6 plus Green Flame) If this is a melee attack, and its the only melee attack the creature can make, then damage should be x1.5 strength, for +9. Fixed. Your Hide skill modifier is too high; creature size modifies the hide skill; a Huge creature takes a -8 modifier, for a total Hide check of +7. If Hiding is an important function of this creature, I'd suggest swapping out Improved Natural Armor for either Skill Focus or Stealthy. B'oh. Forgot. A racial bonus to hide checks in forested areas may be the solution, considering it's general appearance. Green Flame (Su): At will, as a swift action... Delete "At Will", it's both redudant in syntax and confusing in game mechanics. Just begin with "As a swift action..." Done. Does the Embers(Su) ability work even when the Green Flame ability is not active? No. I'll have to make that clear. I have a few other suggestions: 1.) The Thorns damage (and by extension, the Trample Damage) both look too small for a Huge creature, especially for the only attack the creature makes in a round. I would consider either pushing it up to 2d6, or letting the creature make multiple attacks with a full-attack action. ("2 thorns" or "3 thorns") Since it mostly relies on Trampling, I'll go with the increased damage. 2.) One thing to be aware of: this creature has nifty SLAs, but no ranks in Concentration; given the range on burning hands, odds are it won't ever be able to successfully use it in combat. It will try, provoke an AoO, get hit for damage, and fail its Concentration check. I'd suggest replacing burning hands with flaming sphere. That'll work. I'm not sure about CR, but these days I simply leave that to playtesting. My intial feeling is that it's got a mismatch of hit points, AC, and attacks for it's CR. High hit points + moderately low AC (for CR 9) spells trouble. It's attacks don't deal a lot of damage (1 attack for 1d8+6) and its special ability (+1d8 fire) may or may not be a factor for the encounter range it's in (usable against parties of 4th to 14th level) Some additional AC may help (I could improve it's Dex). Maybe boosting the fire damage? I'll give it some thought. One last question: why the 18 charisma? I mean, aside from DCs on SLAs? Mostly because of it's aggressive and malicious personality. It's meant to be a sort of devious and hateful creature--very driven, with regard to non-plant life. |
| savant_warlord1312-04-05, 03:58 PM | yeah, unless it has 10 foot thorns, keep the reach at 10 feet besides, chokers are small and their reach is 10 ft. the reach and size stuff is a guidline |
| cwslyclgh12-04-05, 06:32 PM | as a side note I have always considered feats such as improved natural attack and improved natural armor as feats that are used for avanceing monsters rather then creating them, because when you create thaem you can literalyt set thier natural armor or natural attack damage to anything you want... published monsters rarely follow the guidelines given in the MM anyway. (yes I know some non davanced monsters do have those feats, but I have always seen that as a case where the designers justd ecided that no other feats were appropriate and tacked that on there to round out the number of feats). |
| savant_warlord1312-04-05, 06:55 PM | yeah, improved natural armor and such is really just for getting rid of feats |
| OamuTheMonk12-04-05, 08:01 PM | Replaced Improved Natural Armor with Combat Reflexes. Increased natural reach to 10'. Increased Dex to 18. |
| cwslyclgh12-05-05, 02:39 PM | init should be +8 after the dex increase and the reflex save should improve to +9 |
| Lord Doombringer12-05-05, 03:22 PM | Well, under PEACH, I honestly admit that this isn't the best monster I've seen. It's different, but I don't find it as innovative as a huge evil plant should be. As far as plants go, it's good, but as far as a monster beyond that, I'm sorry to say that I don't find it to be the best. *Just being honest.* |
| OamuTheMonk12-05-05, 06:35 PM | init should be +8 after the dex increase and the reflex save should improve to +9 Uh, fixed. Well, under PEACH, I honestly admit that this isn't the best monster I've seen. It's different, but I don't find it as innovative as a huge evil plant should be. As far as plants go, it's good, but as far as a monster beyond that, I'm sorry to say that I don't find it to be the best. *Just being honest.* I expect no less. I'll have to get ya with the next one. |