DCC Dryad

Sep. 10th, 2012 11:02 pm
athornton: Angry.  Drunken.  BOFH. (Default)
[personal profile] athornton
So, we just played the followup to The Tower Under The Stars. Here's my take on the Dryad:

Dryad: Init +0; Atk Tentacles +2 melee (1d4 + grab), Digest auto (1), Charm (DC 12). AC 19 (trunk exterior), 10 (dryad-fruit), 8 (interior). HP: 5 per tentacle, 20 (fruit), HD 15d8 trunk (must kill trunk to kill creature). MV 0, Action 1d20, SV Fort +6, Ref n/a, Will n/a. AL N.

The Dryad is basically a giant pitcher plant. It's about 70 feet high; the trunk is 20 feet in diameter. Branches start about 20 feet up. In form it resembles a very fat weeping willow with a platform of broad, flat leaves atop it. On top of those leaves is what appears to be (from a distance) a beautiful, naked woman. When the tree hears/feels large creatures approaching, it dangles the woman atop the leaves and makes her dance. Viewers must make a DC12 save or be charmed; if charmed, they are compelled to get to the woman.

The woman-thing is actually bait-fruit. It is kind of mushy on the inside, about like a mango, and smells of orange flowers and cloves. It probably tastes awesome.

The willow-frond-like appendages hang down in a ring about ten feet outside the trunk; they can grasp anything from five to fifteen feet from the trunk. There are hundreds of these tentacles, but only one will attack a creature at any one time. If a creature is grabbed by a tentacle, it does 1d4 damage initially, and then the creature must make a contested strength check against the tentacle's strength of 17 (+2) to avoid being grabbed. A grabbed creature takes no further damage, but is lifted thirty feet into the air after one round (standard falling damage applies). After two rounds the creature is over the leafy platform (no damage, but see below); after three rounds it is partially lowered into the dryad's digestive cavity. On the fourth round the dryad drops the creature into the cavity, causing 1d6 of falling damage, and see below for digestion damage.

The base of the tree is ringed by six large knotty sphincter-like openings. Anyone really determined can push a hand, spear, or whatever into one. See below for digestion damage. There is a notable smell of vinegar around the base of the trunk (this is actually digestive acid), and a conscientious search will turn up 1d6 gold pieces, as well as small bone fragments, outside the sphincters. The trunk is easily climbed (DC 5), as it is very knobby and burled. It takes four rounds to get to the lowest branches, and from there only two more rounds to get to the platform.

Once on the platform, anyone who approaches the woman will trigger the big, flat leaves to collapse inwards. Anyone on the leaves must make a DC14 reflex save, or fall into the digestive pit, taking 2d6 damage (plus digestion damage below). Once the pit has collapsed, the bait-fruit will be pulled upwards, and the charm DC is reduced by two. If the fruit takes damage, anyone who sees it happen will realize that there can be no bones or organs inside the "woman", and rather than spurting red blood, she oozes green sap; that is good for another two points of charm DC reduction.

Anyone in the pit takes one point of damage from the digestive acid per round. However, the acid will eat armor first; it reduces armor protection by one point per round, and only when the armor is no longer protective does the acid begin to eat the character. A character can cut his way through the side with a piercing or slashing weapon; it takes 25 points of damage to cut a hole large enough for a human, dwarf, or elf to squeeze through; 15 for a halfling.

If the creature is killed and cut down, or if it is somehow persuaded to void the contents of its digestive pit (perhaps through a timely Acid Cloud spell), a further 2d12 gold pieces will be found in the (acidic) sludge. Anything that is not gold or glass is dissolved over time; every few weeks, the tree will spit out a mass of (white, polished) bone shards.

For a more challenging encounter, allow the tree to move 5' per round, and give it a +2 2d10 Root Stomp. Its Reflex save, if it's mobile, becomes -4 rather than automatic failure.

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