A set piece monster, Ghostcap Bloom

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aRealDead1
Posts: 7
Joined: Thu Oct 20, 2016 10:03 pm

A set piece monster, Ghostcap Bloom

Post Sun Oct 30, 2016 9:47 pm

Been working on a set piece monster, to also include in a setting source book I am working on. Was looking to make something which a small level 2 to 4 party, with the means to fight undead could take. Would appreciate some feedback on how to adjust the stats, or the turning rules.

Also working out some ideas for what items could be made from the flowers of the creature, to add an intersting element of the monster for PC alchemist.

Ghostcap Bloom;


Armor Class: 12
Hit Dice: 4 (main bush), 2 (small bushes)
No. of Attacks: 1 + special (per bush in reach of 20ft)
Damage: 1d4 + special
Movement: Stationary
No. Appearing: 1 main bush plus 1d8-1 small bushes
Save As: Fighter: 4
Morale: 12
Treasure Type: U
XP: 240*


The Ghostcap Bloom is an undead, sickly yellow and faded gray plant found most often within abandoned graveyards, battlefields, and crypts. It is believed to be some magic user’s (possibly a lich) experiment in fusing an Assassin Vine, Blood Rose, and lesser undead of some variety. Though for what purpose if this is true, no civilized mortal can say. It collects both flesh and spirit essence as fertilizer by grabbing and crushing any living animal (even magic ones) it gets hold of to leave rotting both physically and spiritually where its roots and vines can grow up about them. Laying very still, the Ghostcap Bloom surprises on a roll of 1-3 on 1d6. A successful hit inflicts 1d4 points of damage, and the victim becomes entangled, suffering an additional 1d4-1 points of damage thereafter as its thorny vines dig into their flesh and look to constrict slowly about the chest and throat to restrict breathing (This perhaps is meant to draw out the victims struggle, and by their panic increase the ‘nutrition’ to the Ghostcap Bloom). A victim may attempt to escape by rolling a saving throw vs. Death Ray with Strength bonus added; this is a full action, so the victim may not attempt this and also perform an attack. The plant will continue to crush its victim until they are dead, manage to escape, or the Ghostcap Bloom is destroyed.


The Ghostcap Bloom has no physical sensory organs, but can ‘feel’ living foes up to a quarter mile away. A mature plant consists of a main bush, about seven feet tall. Smaller bushes, up to 3 feet, branch off from the main one in a perimeter of up to twenty feet. These small bushes bear clusters of the flowers that give the plant its name, which look like bell shaped bone white bulbs, with black dots that resemble the eyes of a child’s ghost costume. In late autumn they produce an unnatural aroma described as ‘being of the grave’ with its sickly sweet and musk earthen smell, which appear to draw lesser undead to them. It is not unknown to find a ‘garden party’ of the macabre about a Ghostcap Bloom in the late fall season, with various skeleton (1d8) and zombies (1d6-1) shuffling around the plants bed. The Ghostcap Bloom does not appear to control these undead, as they do not defend it when it is attacked. But it has been observed that lesser undead within the Ghostcap Bloom’s area of pollination will drag their victim’s corpses to where the plant can devour and break down their remains.


A Ghostcap Bloom is subject to turning, but as it is immobile, it suffers greater than normal consequences. Every successful turn is treated as against a group of mixed undead, the smaller bushes are treated as 2 hit dice, and the main as 4. A smaller bush is outright destroyed by a successful turn, wholly becoming dust immediately. The main bush if it is successfully turned receives a minus 3 on all rolls for 2d4 turns as it partly ‘wilts’ into itself (Unless it is outright destroyed by the turn as a normal T result on the Cleric Vs Undead Table would give for a 4 hit dice undead).
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chiisu81
Posts: 2125
Joined: Fri Aug 19, 2011 3:05 pm

Re: A set piece monster, Ghostcap Bloom

Post Thu Nov 10, 2016 3:46 pm

This is a really neat entry! I'd like to add it to the New Monsters document if I could; if so PM me how you'd like to be credited. Compared to most of our entries it's a bit wordy, here's my edit of it:

Ghostcap Bloom

Armor Class: 12
Hit Dice: 4 (main bush), 2 (small bushes)
No. of Attacks: 1 + special (per bush in reach of 20ft)
Damage: 1d4 + special
Movement: Stationary
No. Appearing: 1 main bush plus 1d8-1 small bushes
Save As: Fighter: 4
Morale: 12
Treasure Type: U
XP: 240*

The Ghostcap Bloom is a tall undead plant usually found within abandoned graveyards, battlefields, and crypts. Smaller bushes, up to 3 feet tall, branch off from the main one in a perimeter of up to twenty feet. These small bushes bear clusters of the flowers that give the plant its name. It collects both flesh and spirit essence as fertilizer by grabbing and crushing any living being (even magical ones) it gets hold of. Laying very still, the Ghostcap Bloom surprises on a roll of 1-3 on 1d6. A successful hit entangles the victim, suffering an additional 1d4 points of damage each round thereafter. A victim may attempt to escape by rolling a saving throw vs. Death Ray (with Strength bonus added).

In late autumn they produce a sickly sweet and musky aroma which attracts lesser undead to them, such as skeletons (1d8) and zombies (1d6-1) shuffling around the plant's bed. The Ghostcap Bloom does not appear to control these undead, as they do not defend the plant when it's attacked. But it has been observed that any undead within the Ghostcap Bloom’s area of pollination will drag their victim’s corpses to the plant so it can devour and break down their remains.

A Ghostcap Bloom is subject to Turning; the main plant is equivalent to a 4HD creature, and the smaller bushes as 2HD each. A smaller bush is outright destroyed by a successful Turn, while the main bush, if successfully Turned (but not destroyed), receives a -3 penalty on all attack rolls for 2d4 turns.
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