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Author Topic: Weeping Grass  (Read 3626 times)
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Kane
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Spell Energy / Taint +12/-3
Posts: 715


« on: May 04, 2010, 04:55:07 AM »

I needed a plant for my little project so I give you the Weeping Grass.  It's something I thought was lacking and not already out there.  I've only got one more critter done, but I'll toy around with a few more ideas.  I'd like to get 3-5 more but inspiration is running dry.

Kane

Weeping Grass

The raid had gone poorly.  We’d planned to attack the Shadow’s herds moving west to support their armies along the Burning Line. The plan was to kill their mounted scouts and then ride into the midst of the herd, either scattering it or forcing it back into the wagon trains.  Either way it would slow the Shadow and force them to pull back some of the traitors scouring the plains looking for us.

It started well, we killed the long range scouts and moved toward the herd just as dawn was breaking. We approached the herd from the southwest looking to enter it just behind its head. The herd began to scatter and then we saw them; they’d been hidden to the north of the herd; horsemen, sixty, or maybe more. We’d either been betrayed or lied to.  The guards were supposed to be orcs with less then thirty horsemen or drovers.

They’d made a mistake and moved too soon.  If they’d waited, we’d have been trapped inside the herd and they could have ridden us down.  As it was, the herd was still compact enough to shield us long enough to get almost a mile away.  With that amount of a lead and better horses, we could escape. As we galloped away, our sussar led us southeast toward a series of old dry stream beds. I was confused at first as it took us closer to the end of the convoy and potentially more guards.

As we fled, the sussar led us toward one of the smaller stream beds.  As we dipped down into it, word was passed quietly to tighten up, no more then two abreast.  Out of sight of our pursuers, the sussar veered to the right keeping us at the very edge of the the gully. We rode that way for several hundred yards before the sussar called for us to spread out again. Minutes later, I saw the traitors dip down into the stream bed to follow us. Just seconds later, their horses started to rear up, covered in blood. Half the riders were thrown from their horses and disappeared into the grass. They were as good as dead. The razor sharp grass was furiously whipping horses and men. I doubt if more then half of them would survive. The sussar had led them into one of the largest patches of Weeping Grass I had ever seen.

Weeping Grass
Large Plant
Hit Dice: 12d8 +24 (78 hp)
Init: +0
Speed: -
AC: 14 (+5 natural, -1 dex), touch 14, flat-footed 14
Base Attack/Grapple: +9/-
Attack: Swirling Blades +9 (1d8) special
Full Attack: Swirling Blades +9 (1d8) special
Space/Reach: Varies/0
Special Attacks: Entwine
Special Qualities: Camouflage, Damage Resistance 10/slashing, Hibernation, Plant Traits, Tremorsense 90 ft.
Saves: Fort: +8, Ref +2, Will +2
Abilities: Str 9, Dex 10, Con 15, Int 0, Wis 9, Cha 2
Environment: Southern Erenland
Organization: Solitary,

Your horses scream as the grass erupts around you slashing into them. As they try to escape the grass binds their legs and then reaches toward you.

Weeping Grass is a naturally occurring hazard in the great plains of southern Erenland. The Sarcosan have had to deal with the damage it does to their herds for the past two Ages. In the early Second Age, areas of Weeping Grass were allowed to grow to provide additional protection around fortifications and outside of stock yards to protect the herds from predators. In the Last Age, the free riders have cultivated Weeping Grass in areas travelled by the Shadow’s patrols and around their camps to provide protection and slow the Shadow’s attacks.

Combat: Weeping Grass waits for its prey to reach the center of the plant before attacking.  The plant attacks every target inside its area simultaneously. It will try to entwine it’s victims to give it time to bleed them dry with its razor sharp blades of grass. Fire is its enemy and if attacked with fire, it will release the flame wielder to allow it take the hated flame away.

Camouflage (Ex): Weeping Grass is virtually identical to sword grass. Players may make a spot or survival check (DC 20, +2 if Sarcosan) to detect the grass before entering it.
Damage Resistance (Ex): As the plant has thousands of blades of grass and a root system protected under the earth, it takes little to no damage from normal weapons.  Fire is its major enemy.
Entwine (Ex): As a free action, the plant can attempt to entwine all targets inside its area by wrapping dozens of blades of grass around its victims legs.  The entwine effect is similar to an Entangle spell cast by a level 3 spell caster (DC 13).
Hibernation (Ex): The Weeping Grass has a central root ball, normally 5-10 ft beneath the surface. If the plant is “killed” or burned to the ground, the plant will go into hibernation, waiting for water and fresh nutrients to restore it.  If the root ball is not dug up and destroyed, the Weeping Grass will begin to regrow within 2-3 arcs.  
Swirling Blades (Ex): Depending on the size of the Weeping Grass, it can attack numerous targets in the same round.  Every figure inside the area of the Weeping Grass is attacked once each round.
« Last Edit: May 04, 2010, 07:23:46 PM by Kane » Logged
Harrowed
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Spell Energy / Taint +6/-1
Posts: 1,856



« Reply #1 on: May 04, 2010, 06:06:37 AM »

Damn, that's pretty cool. God help the Druids when they get ahold of that.

Jesus, wait until they get into the Weeping grass and then drop the Entangle.
« Last Edit: May 04, 2010, 06:32:50 AM by Harrowed » Logged

I like the cut of your jib. How do I subscribe to your newsletter?
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Dirigible
Administrator
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Spell Energy / Taint +13/-5
Gender: Male
Posts: 536


Oh, the humanity!


« Reply #2 on: May 04, 2010, 02:06:01 PM »

'Fire' isn't a usual sort of thing for overcoming DR. DR protects against physical damage, so should be breached by materials or weapon types; DR doesn't protect against fire, because that's what Energy Resistance is for, so it's kind of unfair to have that as a requirement for breaching DR.

As far as I remember, anyway. As I've said, it's been a while since I've done anything with 3.5.
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Kane
Administrator
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Spell Energy / Taint +12/-3
Posts: 715


« Reply #3 on: May 04, 2010, 02:30:33 PM »

Dirigible,

As you remember I hate stat blocks. I see your point and probably should make it vulnerable to fire.  I'd like to retain some DR that makes sense as the most important part of the plant is underground.  Ideas?

Kane
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Dirigible
Administrator
*****

Spell Energy / Taint +13/-5
Gender: Male
Posts: 536


Oh, the humanity!


« Reply #4 on: May 04, 2010, 05:34:49 PM »

Perhaps DR X/Slashing (easier to cut grass than stab it or beat it), and mention that the roots/core can only be permanently destroyed by digging them up and poisoning/burning them.
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Kane
Administrator
*****

Spell Energy / Taint +12/-3
Posts: 715


« Reply #5 on: May 04, 2010, 07:24:38 PM »

Dirigible,

Thanks for the help.  I changed the DR to slashing.  The digging up the root ball is under the hibernation ability.

Kane
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Against the Shadow  |  Forum  |  Midnight & RPGs  |  GM's Corner (Moderators: Bleak Knight, Glacialis)  |  Topic: Weeping Grass
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