Heroes of Horror - 3.5e

Page 143

CHAPTER 6

Boneleaf In the midst of the swamp stands a copse of plants that look like small trees and stiff vines. The leaves appear pale but otherwise normal at first glance; closer inspection reveals their color to be off-white with a green tint. The vines writhe gently, even though no wind blows.

Illus. by E. Polak

BONELEAF

Large Aberration Hit Dice: 7d8 42 (73 hp) Initiative: 6 Speed: 10 ft. (6 squares), burrow 10 ft. (soft earth and soil only) Armor Class: 19 (–1 size, 2 Dex, 8 natural), touch 11, flat-footed 17 Base Attack/Grapple: 5/ 16 Attack: Slam 11 melee (2d4 7 plus 1d4) or tendril 11 melee (improved grab and constrict) Full Attack: 2 slams 11 melee (2d4 7 plus 1d4), or 2 tendrils 11 melee (improved grab and constrict), or slam 11 melee (2d4 7 plus 1d4) and tendril 11 melee (improved grab and constrict) Space/Reach: 10 ft./10 ft. (15 ft. with tendril) Special Attacks: Constrict (2d4 7 plus 1d4), improved grab, razor leaves Special Qualities: Darkvision 60 ft., illusory lure, lowlight vision, pervasive sentience, plantlike traits Saves: Fort 11, Ref 4, Will 8 Abilities: Str 25, Dex 15, Con 22, Int 8, Wis 16, Cha 12 Skills: Hide –1 , Listen 4, Spot 4, Survival 6 Feats: Alertness, Improved Initiative, Power Attack Environment: Temperate forest or marsh Organization: Solitary, but see text Challenge Rating: 6 Treasure: 1/10th coins; 50 goods; 50 items Alignment: Always chaotic evil Advancement: 8–14 HD (Large); 15–21 HD (Huge) Level Adjustment: —

CREATURES OF THE NIGHT

his clutch and a lawful evil alignment. He remembers little, if anything, of his past life. Stagnate (Su): Any nonmagical liquids that come within 60 feet of a bog imp immediately stagnate. This effect renders water, wine, milk, and other liquids nonpotable; anyone who drinks them must succeed on a DC 14 Fortitude save or be nauseated for 1d3 hours. This ability has no effect on potions. The save DC is Constitution-based. Amphibious (Ex): Bog imps can survive comfortably on land or in water. Code of Law (Ex): Every clutch of bog imps has a code of behavior they must follow. A bog imp who violates that code of law cannot use its sink ability and it loses its immunities and resistances. Liquid Burrow (Ex): When moving through stagnant, slime-filled water or other liquids more viscous than clear water, a bog imp can use its burrow speed in place of its swim speed. Saves: Bog imps have a 4 racial bonus on saves against mind-affecting spells and abilities. (This bonus is not included in the saving throw modifiers given above.) Skills: Bog imps have a 2 racial bonus on Listen, Search, and Spot checks. A bog imp has a 8 racial bonus on Hide checks made in its home environment and on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

The boneleaf is a large, predatory creature that lurks in the midst of thick vegetation. Although it can easily be mistaken for a plant—and often has been, even by the wisest sages—it is in fact an aberration. This becomes more clear upon examination of a dead boneleaf; blood vessels and strings of cartilage make up the interior of what appear as vines and trees, and a large system of nerves runs beneath the earth where roots should be, connecting all parts of the boneleaf not only to one another but to other boneleaves in the area. Boneleaves feed on the blood they draw with their razor leaves on a slam or constricting attack, as well as by drawing nutrients from the soil as true plants do. They prefer the taste of decomposing sentient creatures to all other prey. Although boneleaves are not particularly clever, they are quite cunning and capable of adapting to tactics and abilities that have been used against them. Boneleaves understand Common and Sylvan. They are not equipped to speak it normally but might do so briefly through their illusory lure ability.

COMBAT Big, slow, and not particularly bright, boneleaves prefer to have their prey come to them. Using their innocuous appearance and illusory lure abilities, they entice creatures to come within reach, then they attack and keep attacking until they have killed their prey. A boneleaf losing an encounter attempts to flee by burrowing—an odd sight, in which a dozen small trees and fronds vanish into the earth as though yanked from below.

143


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Tainted Minion

3min
page 153

Unholy Scion

12min
pages 155-158

Tainted Raver

3min
page 154

Phantasmal Slayer

3min
page 152

Golem, Cadaver

9min
pages 149-150

Giant, Dusk

7min
pages 147-148

Boneleaf

3min
page 143

Corruption Eater

3min
page 144

Elemental, Taint

6min
pages 145-146

Bog Imp

4min
page 142

Bloodrot

7min
pages 140-141

Fiend-Blooded

24min
pages 102-107

Tainted Scholar

25min
pages 113-118

Purifi er of the Hallowed Doctrine

21min
pages 108-112

Violence and Taint

4min
page 80

Dread Witch

18min
pages 98-101

Dread Necromancer

19min
pages 84-87

Chapter 5: Heroes and Antiheroes

2min
page 81

Death Delver

24min
pages 93-97

Mortuary Terrain

10min
pages 72-75

Haunting Presences

11min
pages 69-71

Mental Symptoms

10min
pages 65-66

Adventuring in Nightmare Realms

19min
pages 54-57

The Taint of Evil

5min
page 62

Dreams as Plot Devices

6min
page 53

Other Campaign Models

5min
page 51

Sample Campaign: Nightwatch

8min
pages 48-50

Plot in a Horror Campaign

10min
pages 44-45

Unhappy Endings

5min
page 47

Villains

5min
page 46

Setting

22min
pages 40-43

Villains in a Horror Game

25min
pages 27-32

Plot and Story

11min
pages 25-26

Setting

5min
page 24

New Demigod: Cas

9min
pages 19-20

Villainous Traits

5min
page 12

Creating Horror

5min
page 7

Sample Encounter: “Annalee’s Baby”

11min
pages 15-18

Chapter 1: Dread Encounters

2min
page 5

Sample Encounter: “To Grandmother’s House”

8min
pages 13-14

Creepy Effects

11min
pages 8-9

The Villain of a Horror Encounter

10min
pages 10-11
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