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Re: [WW] Bocage Elemental Writeup
Let me be the first to say great job. If I can get more than one game off
the ground, this just might show up. My one critque, and I consider it very
minor, is it's alignment. Instead of Neutral Evil, you might want to
consider just making it Neutral. If I understand the bocage elemental's
purpose, it's to drive the forces causing all the destruction away, no matter
what their purpose is there. There is nothing selfish about that act, which
is what makes an individual NE. Neutrality though reflects the fact that it
will go after anyone that it perceives as a threat.
Just my two cents worth... once again, good job.
Tate
In a message dated 9/7/01 5:09:19 PM Central Daylight Time,
mdsiii@nts-online.net writes:
Here's the monster I'll be throwing against my poor soldiers this
Sunday. It's based on the treant from the D&D Monster Manual.
Obviously the PCs will need a tank or a flamethrower or plenty of
explosives to fight this thing effectively. They won't start out with
any of these :)
Note the Vehicular stats. I hope to post a full conversion system
eventually, but I want to do a bit of playtesting first.
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Bocage Elemental
Huge Plant
Hit Dice: 7d8+35 (66 hp)
Initiative: -1 (Dex)
Speed: 30 ft.
AC: 20 (-2 size, -1 Dex, +13 natural) Vehicular: AC: 14 (-2 size, -1
Dex, +6 natural), Armor 35
Attacks: 2 strikes +12 melee: Vehicular: 2 strikes +3 melee,
PV 25
Damage: Strike 2d6+9 Vehicular: 4D6+18 (vehicles are
objects)
Face/Reach: 10 ft. by 10 ft./"15_ft.
Special Attacks: trample, double damage against objects, improved grab
Special Qualities: Plant, fire vulnerability, quarter damage from
piercing, regeneration 3, uproot susceptibility
Saves: Fort +10, Ref +1, Will +6
Abilities: Str 29, Dex 8, Con 21, Int 7, Wis 15, Cha 12
Skills: Hide -9*, Intimidate +8, Listen +9, Sense Motive +9, Spot +9,
Wilderness Lore +9
Feats: Iron Will, Power Attack (up to +3)
Climate/Terrain: Normandy hedgerow country
Organization: Unique
Challenge Rating: 8
Treasure: None
Alignment: Neutral Evil
Advancement: 8-16 HD (Huge); 17-21 HD ­(Gargantuan)
Born of a mystical backlash against blood and destruction, the Bocage
Elemental is the supernatural embodiment of the salient terrain
feature of the Norman countryside: the Bocage, or hedgerow.
Accordingly, the Bocage Elemental is a 20' tall, vaguely man-shaped
mass of saplings, brush, and vines woven together in a loose
basketwork. There is a great deal of open space in this assemblage,
and both sight and bullets can pass right through the creature. It has
a huge gross face, but the eyes and mouth are just holes in the
greenery. It attacks the generators of violence and destruction.
Initially targeting soldiers of both sides, it will also attack
artillery and vehicles once it understands their destructive
abilities.
Combat
The Bocage Elemental moves and attacks not like an animal, but by a
process of accelerated growth. When "walking", new vegetation springs
up ahead of it, integrating into the weave of its body as its trailing
edge withers away. It is always rooted, and impossible to trip without
uprooting it. The Elemental's attacks are branches growing to and
around its target. Sometimes the branches grow through the target,
impaling it.
As it can often hide effectively by simply standing still, the Bocage
Elemental prefers to watch potential foes carefully before attacking.
It will often charge suddenly from cover to trample its victims.
Trample (Ex): The Bocage Elemental can trample Medium-size or smaller
creatures for 2d12+5 points of damage. Opponents who do not make
attacks of opportunity against the Elemental can attempt a Reflex save
(DC 20) to halve the damage. This "trample" damage comes from
underneath, as the new growth that enables the Elemental to shift
position erupts below the target. A Trample victim can find himself IN
the Elemental!
Improved Grab (Ex): To use this ability, the Elemental must hit a
Large-sized or smaller opponent with a strike.
Double Damage against Objects (Ex): If it makes a full attack against
an object or structure it deals double damage, as it grows through the
object.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and polymorphing. Not subject to critical hits.
Fire Vulnerability (Ex): The Bocage Elemental takes double damage from
fire attacks unless the attack allows a save, in which case it takes
double damage on a failure and no damage on a success.
Quarter Damage from Piercing (Ex): Piercing weapons deal only quarter
damage to it, with a minimum of 1 point of damage.
Regeneration (Ex): Fire and acid do normal damage.
Uproot: If the Elemental's contact with the earth is severed, it loses
its Regeneration, its ability to move (Speed = 0), and receives -2 to
all actions. It takes a half-hour to re-root itself if undisturbed.
An attack that the Warmaster decides is an uprooting attempt will
succeed if the Elemental fails a Strength check against a DC equal to
the damage done by the attack. Uprooting attacks include but are not
limited to satchel charges at the monster's base and ramming by
Shermans mounting hedgecutter attachments. Winning an opposed Strength
Check after grappling the Elemental will also uproot it.
Skills: Bocage Elementals receive skills as though they were fey*.
They have a +16 racial bonus to Hide checks made in hedgerows or
forested areas.
Vehicular Combat Ratings: These should be used ONLY when the Elemental
is up against Weird War vehicles and weapons with PV or Armor ratings.
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Matt Smith
Y'know, every Call of Cthulhu player I've ever run has tried to get
his hands on automatic weapons...now I can give 'em out during
character creation...WA-HOO!