Forest pests or natural disaster? [Archive] - Wizards Community

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The Vorpal Tribble

04-07-05, 12:33 AM
Woodknob

Type: Dimunitive Vermin
Hit Dice: 1/8d8+3 (3)
Initiative: +1
Speed: 10 ft., climb 20 ft.
AC: 20 (+1 dex, +5 natural, +4 size)
BAB/Grapple: +0/-8
Space/Reach: 0 ft./0 ft.
Attack: -
Full attack: -
Special Attacks: Cling
Special Qualities: Damage reduction 2/cold, Camouflage, Darkvision 60 ft., Scent, Vermin Traits
Saves: Fort +3, Ref +2, Will +0
Abilities: Str 2, Dex 12, Con 17, Int -, Wis 10, Cha 2
Skills: Hide +9, Jump +11
Feats: Improved Grapple(B), Weapon Finesse(B)
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Environment: Warm Forest
Organization: Solitary, Clump (3-10), Cluster (11-30), or Swarm (see below)
CR: 1/2
Alignment: Always Neutral
Treasure: None
Advancement: Dimunitive (1/4-1/2 HD), Tiny (1-2 HD)

Woodknobs have a fist sized, dome-like body resembling very closely the infected knob of a tree, with bumps and ridges and even some with speckles of fungus. Their body is supported by ten thick, springy legs ending in sharp, grasping claws. They do no seem to possess heads, though at one end of the shell is a comparatively large opening that serves as a mouth with two tiny, beady eyes directly above it.

Woodknobws are often seen alone, usually against the sides of trees or houses, though small colonies will form upon fruit trees to feed. Some even keep them as pets, feeding them leavings of fruit and peels.

Combat:
A woodknob rarely fights, though it is known to drop suddenly from trees and brain creaturesd underneath, or leap blindly and grab painfully at anything in its way.

Camouflage (Ex):
While in a forest a woodknob's natural shape and coloring gives it a +8 racial bonus to hide checks. A DC 14 Knowledge (nature) check must be made however to recognize it for what it is.

Cling (Ex):
A woodknob gains a +10 racial bonus to its checks to grapple an opponent. If it succeeds it clings to its opponent, digging in its claws and dealing 1 point of damage. A DC 12 strength check can remove it, though deals 2 additional points of damage as it is torn off.

Skills:
A woodknob has a +10 bonus to jump checks and uses its dexterity modifier instead of its strength. A woodknob can also take 10 on a climb check even while rushed or threatened.

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Woodknob Swarm

Type: Dimunitive Vermin (swarm)
Hit Dice: 10d8+30 (74)
Initiative: +1
Speed: 10 ft., climb 20 ft.
AC: 20 (+1 dex, +5 natural, +4 size)
BAB/Grapple: +7/-
Space/Reach: 30 ft./30 ft.
Attack: Slam or slash (2d8-4 per round)
Full attack: Slam or slash (2d8-4 per round)
Special Attacks: -
Special Qualities: Damage reduction 2/cold, Darkvision 60 ft., Immune to weapon damage, Scent, Vermin traits
Saves: Fort +10, Ref +4, Will +3
Abilities: Str 3, Dex 12, Con 17, Int -, Wis 10, Cha 2
Skills: -
Feats: -
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Environment: Warm forest
Organization: Swarm
CR: 7
Alignment: Always Neutral
Treasure: None
Advancement: -

Combat:
Woodknobs are purely vegetarian, though during their mating seasons they come together as a destructive natural force that threatens entire forests. Leaping and jumping and grabbing onto anything that can get a claw on, they can beat a man to death in minutes, particularly when they fall from the heights of tall branches.