Huge Plant
Hit Dice: 25d8+200 (312 hp)
Initiative: –2
Speed: 30 ft. (6 squares)
Armor Class: 30 (–2 size, –2 Dex, +24 natural), touch 6, flat-footed 30
Base Attack/Grapple: +18/+37
Attack: Slam +28 melee (2d6+11/19–20)
Full Attack: 4 slams +28 melee (2d6+11/19–20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Impale, improved grab, thorn volley, trample 2d6+16
Special Qualities: Darkvision 60 ft., low-light vision, plant traits, resistance to electricity 20 and fire 20, thorn field
Saves: Fort +22, Ref +6, Will +10
Abilities: Str 32, Dex 6, Con 27, Int 5, Wis 10, Cha 7
Skills: Hide +18*
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Natural Attack (slam), Iron Will, Power Attack, Weapon Focus (slam)
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Usually neutral
Advancement: 26–50 HD (Huge)
Level Adjustment: —
This six-legged lionlike creature has a body made of writhing vines and thorns. Each of its gorillalike pairs of limbs is slightly shorter than the pair in front of it—its forelimbs are the longest, the middle pair of limbs slightly shorter, and its rear pair of legs the shortest of all. Long thorns protrude from every part of the creature’s body, making it seem impossible to approach or move around the creature without risking serious injury.
HD: d8 Level | Base Attack Bonus | Fort Save | Ref Save | Will Save |
Special | Power Points | Max Power Level | Powers Known |
1st | +1 | +2 | +0 | +0 | Plant Body, Battle Path, Natural Skill, Thorns 1d6 | 5 | 1st | 1 |
2nd | +2 | +3 | +0 | +0 | Bonus Feat, Graft, Sundering Siege | 6 | 1st | 2 |
3rd | +3 | +3 | +1 | +1 | Earth Sense, Natural Stride, Thorns 2d6 | 8 | 1st | 3 |
4th | +4 | +4 | +1 | +1 | Mulch, Light Fortification | 10 | 2nd | 4 |
5th | +5 | +4 | +1 | +1 | Restorative Mulch, Thorns 3d6 | 12 | 2nd | 5 |
6th | +6 | +5 | +2 | +2 | Tree Stride | 16 | 2nd | 6 |
7th | +7 | +5 | +2 | +2 | Growth(Large/small), Natural Resistance, Thorns 4d6 | 20 | 3rd | 7 |
8th | +8 | +6 | +2 | +2 | Natural Force, extra attack | 24 | 3rd | 8 |
9th | +9 | +6 | +3 | +3 | Disease Immunity, Thorns 5d6 | 28 | 3rd | 9 |
10th | +10 | +7 | +3 | +3 | Dispelling Maul | 32 | 4th | 10 |
11th | +11 | +7 | +3 | +3 | Improved Battle Path, Thorns 6d6 | 40 | 4th | 11 |
12th | +12 | +8 | +3 | +3 | Greater Natural Stride, Poison Immunity | 48 | 4th | 12 |
13th | +13 | +8 | +4 | +4 | Greater Mulch, Thorns 7d6 | 56 | 5th | 13 |
14th | +14 | +9 | +4 | +4 | Greater Tree Stride, Critical Fortification | 64 | 5th | 14 |
15th | +15 | +9 | +4 | +4 | Extra Attack, Plant Shift 2/day, Thorns 8d6 | 72 | 5th | 15 |
16th | +16 | +10 | +5 | +5 | Briar Ascension, Greater Augmentation, Growth (huge/tiny) | 84 | 6th | 16 |
Skills: Autohypnosis (Con), Balance (Dex), Climb (Dex), Concentration (Con), Craft (Poisons) (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (Psionics) (Int), Martial Lore (Int), Move Silently (Dex), Search (Int), Sense Motive (Wis), Survival (Wis), Swim (Str)
Skill Points equal to 4+Int skills (*4 at 1st level for 3.5).
The Battlebriar loses all other racial bonuses and gains the following traits:
- Is a Plant creature.
- 8-sided Hit Dice.
- +1 Con, -2 Int at 1st level & +1 Con at each odd level.
- Medium size & 30' movement.
- Low-light vision.
- Unlike most plants, as it's made to do battle, it gains a FULL Base Attack Bonus
- Natural Armor equal to Battlebriar Level; not proficient with any armor
- Gains Natural Attacks according to its Battle Path.
- Proficient with natural weapons only.
- the Battlebriar may benefit from or use powers and spells that don't normally affect its weapons. E.G: it may be affected by a Magical Weapon spell or Metaphysical Weapon Power, limited by the type of Natural Attack (claws, tail, etc).
- Resistance to Acid & Electric equal to 2+HD.
- Gains 2+1/2 its HD as a bonus against Force spells, Powers, effects and abilities.
- Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), sleep effects, and paralysis.
- Breathes and eats, does not sleep, but still needs to Rest to recover Power Points and ability uses.
- Unlike normal plants, Subject to (NOT immune) to Daze, critical hits, poisons, polymorph, sneak attacks, skirmish, and Stunning.
Natural Skills (Ex): Battlebriars have innate ability others don't. It gains full ranks (updated every level) in its choice of 2 following skills: Climb (Str), Craft (poisons), Disguise (Cha), Intimidate (Cha), Knowledge (Architecture), Martial Lore (Int), or Move Silently (Dex). Furthermore, its body operates as a natural means of Masterwork equipment for itself (book, lab, tools, etc) for these 2 skills.
NB: the
Guardian Battlebriar must choose Martial Lore as one of its Natural Skills.
Psionics: Battlebriars gain power points, Powers Known, and have a Maximum Power Level according to the table above. Below is the list of powers it gains.
Level 1- Chameleon
- Entangle, Psionic*
- Expansion
- Grip of Iron
- Inertial Armor
- Metaphysical Weapon
- Precognition, Defensive
- Reduction
- Vigor
Credit to Enrir's Vancian to Psionics projectPsychometabolism/Transmutation
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Plants in a 20-ft.-radius spread
Duration: 1 min./level (D)
Saving Throw: Reflex partial; see text
Spell/Power Resistance: No
Spell Points: 1
Grasses, weeds, bushes, and even trees wrap, twist, and entwine about everything in their path.Creatures in the area or those that enter it are entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.
Augment: If you spend 8 additional spell points, creatures in the area are immobilized on a failed save rather than entangled. The Strength or Escape Artist check DCs are not affected.
Level 2- Damp Power (Complete Psionics)
- Dimension Swap
- Energy Adaptation, Specified (SRD)
- Hustle
- Power Claws (Complete Psionic)
- Strength of my Enemy
Level 3- Body Adjustment
- Claws of the Vampire
- Concealing Amphora, Greater
- Dimension Slide
- Empathic Transfer
- Fly, Personal*
As the
Fly spell, except as noted here.
Psychoportation
Level: Battlebriar 3
Display: Auditory
Manifesting Time: 1 full-round action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 5
AugmentYou may spend 2 additional Power Points to change this power's manifesting time to a Standard Action; in this circumstance, it's treated as a 4th-level power instead of a 3rd-level power.
Level 4- Dimension Door, Psionic (Complete Psionics)
- Energy Adaptation
- Steadfast Perception
- Stygian Disruption
Level 5- Adapt Body
- Tendriled Discorporation*
- Perfect Riposte (Complete Psionics)
- Psychofeedback
- Stomp, Greater
Like
Fiery Discorporation, but reflavored. Changes are marked by brackets.
Psychokinesis [Plant]
Level: 5
Display: Visual
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous and up to one day; see text
Power Points: 9 (A)
You use your connection to the natural world to cheat death. If you are within 30 feet of [a plant or Plant-type creature], you can use this power. Any damage that would reduce you to 0 hit points or lower instead has a chance to discorporate you. You attempt a Will save (DC 5 + damage dealt); if it succeeds, you simply break apart into dozens of [leaves and patches of moss] and vanish, along with all your gear and anything you are holding or carrying.
One day later, you reappear adjacent to [a plant or Plant-type creature] nearest to the place where you discorporated, seeming to materialize from the [plant] (you choose where you appear along the perimeter of that [being]). While discorporated, you do not exist—you can do nothing, nor can any of your enemies do anything to you.
Augment: For every 3 additional power points you spend, you gain a +1 bonus on your Will save to determine whether you discorporate.
Level 6- Dispelling Buffer
- Ethereal Jaunt, Psionic
- Form of Doom
- Mind Blank, Personal
- Rage of the Remorhaz (Complete Psionic)
- Restoration, Psionic
Thorns:Battlebriars are spiny, thorny creatures, so engaging them in close combat is painful at best. Whenever they are successfully grappled or hit in melee combat by a natural weapon or unarmed strike, battlebriars deal their Thorns damage to that creature. These Thorns gain more power according to their Battle Paths.
Battle Path: The Battlebriar must choose a Battle Path. It adds to its Ability Scores, gives a Natural Weapon, adds options for its Thorns effect, and improves with experience.
Hooked (Str):
The Hooked Battlebriar is most common, and is used to threaten foes at close range.- It gains +1 Str at even levels; at level 16, the Hooked Battlebriar will have -2 Int, +8 Str and +8 Con.
- It starts with two primary Slam attacks, each dealing 1d6+Str damage. It gains 1 extra primary Slam attack at levels 8 and 15, for 4 primary Slams at 15. These Natural attacks count as Claw attacks instead whenever beneficial.
- It also starts with Natural Armor Spikes that deals its Thorns damage when maintaining a grapple.
- Gains +1 to its Natural Armor every 3 levels.
- Your Manifesting stat is your choice of Int, Wis, or Cha. This selection remains fixed.
Dashing (Dex):
The Dashing Battlebriar focuses on speed and ranged attacks.- +1 Dex at even levels; at level 16, the Dashing Battlebriar will have -2 Int, +8 Dex and +8 Con.
- Uses Dex for attack and damage with Natural Weapons.
- Gains a Natural Spike Attack, dealing 1d12 + Dex damage. This Spike attack starts with a maximum 60' range, and increases by 10' per HD. Attacks in melee take a -2 penalty to hit. It gains 1 extra primary Spike attack at levels 8 and 15, for 3 primary spike attacks at 15. These Natural attacks count as Claw attacks instead whenever beneficial.
- As a Standard Action that provokes an AoO, may also make a Breath Attack as a 15' Cone or a 30' line. This attack deals Thorns + Dex Piercing damage to all caught within the area, but they may make a Reflex save to avoid half damage.
This Breath Attack's range increases by 5' per 2 HD for the Cone and 5' per HD for the Line. It counts as both a Breath Weapon and a Natural weapon. - Gains +10' move & +10' move per 5 levels.
- Your Manifesting stat is your choice of Int, Wis, or Cha. This selection remains fixed.
Guardian (Con):
The Guardian Battlebriar is an imposing defender.- The Guardian may only be chosen if it has Martial Lore (or an equivalent skill) as one of its Natural Skills.
- +1 Constitution at even levels; at level 16, the Guardian Battlebriar will have -2 Int, +16 Con.
- Gains a 1d12 Slam; for this natural weapon, it uses its Con modifier instead of its Str modifier for attack and damage. It gains 1 extra primary Slam attack at levels 8 and 15, for 3 primary slams at 15.
(It does not apply Con to atk/dmg to any other natural weapons it gains from other sources).
These Natural attacks count as Claw attacks instead whenever beneficial. - The Guardian may choose to forgo all Standard and Full-round Attacks and to reduce its Movement speed to 0 to adopt the Mountain Tower stance (below), which counts as a Martial Stance with an IL equal to the Battlebriar's HD.
- Mountain Tower Stance (Ex): Whenever the Guardian would be hit by an attack that deals any of Bludgeoning, Piercing or Slashing damage, the Guardian rolls its Thorns effect and adds its Con modifier. The attacker's damage of these 3 types is reduced by this total amount (to a minumum of 0), and the attacker takes Piercing damage equal to the roll's total.
Secondly, its reach becomes difficult terrain, and it can make a number of Opportunity Attacks equal to 1+its Strength bonus.
This stance is a stationary and reactionary stance. Thus, if the Guardian moves by another means, such as through its Tree Stride ability, this stance ends and it must wait 1 round to enter it again.
Likewise, if the Guardian uses a Standard or Full-Action to make an attack, including another martial maneuver that requires a Standard or full-round-action, it immediately loses the stance's benefit before this attack or series of attacks resolve and it must wait 1 round to enter the stance again. - The Guardian gains a 10' reach with its Natural Weapons.
- Your Manifesting stat is your choice of Int, Wis, or Cha. This selection remains fixed.
Bonus Maneuver: At 2nd level, the Battlebriar gains 1 feat of its choice from Improved Trip, Precise Shot, or
Stand Still. It does not need to meet prerequisites for this choice. Alternatively, it may elect to gain
Improved Grab.
Graft (Ex): Beginning at second level the Battlebriar can mend some of its own wounds with a Standard-action Touch; it has a Daily-use healing pool equal to 2* its HD * its Con modifier, and you can spread this healing out among several uses. This healing may also be used to heal other creatures of the Plant type as long as you Touch them.
Sundering Siege (Ex): Originally created as siege weapons, Battlebriars excel at breaking barriers. Natural Weapons it uses to make Sunder attacks bypasses Hardness and also applies Thorns damage to these attacks. The Battlebriar may choose to *not* apply these benefits when making an attack, however, if it doesn't wish to risk destroying valuable objects.
Earth Sense (Ex):the 3rd level, as long as it touches the ground, it can take a move action to sense the number of creatures within 20 feet that are also touching the ground and the direction to each one. It cannot pinpoint the location of any creature with this feat. The Battlebriar gains a +10' bonus to this sense for every 3 HD it gains (30' at 6hd, 40' at 9, etc).
This ability counts as the Earth Sense feat from Races of Stone, and counts as a prerequisite for other feats that require Earth Sense (Earth Power, etc).+
Natural Stride (Ex): At 3rd level, the Battlebriar gains
Trackless Step and
Woodland Stride.
Light Fortification (Ex): The Battlebriar of 4th level has a 25% chance to negate critical hits, Sneak Attacks, or Skirmish attacks. This ability is lost if the Battlebriar wears any Light, Med or Heavy armor.
Mulch (Ex):Beginning at 4th level, the Battlebriar may consume the bodies of fallen creatures to restore some of its own vitality. The Battlebriar may expend either 12 Hitpoints or 5 PP to affect up to 2x its Hit Dice of creatures within its physical reach. The bodies decompose at an extremely accelerated rate, and after 1 minute's time, they restore Xd8 HP and X Power Points to the Battlebriar, where X is equal to the total Hit Dice of creatures consumed.
It can only restore PP from slain foes with at least 10 CR or the Battlebriar's HD-3.
At level 5, the Battlebriar may instead use 5 HD of creatures to gain 1 use of
Lesser Restoration, like the spell.
Tree Stride (Sp):Beginning at 6th level, the Battlebriar gains
Tree Stride, as a spell-like ability, 1/day per 2 HD. Its caster level = its HD.
At 14th level, this ability improves
Greater Tree Stride, which increases its range to 6 miles to any kind of tree.
At 20 Hit Dice, the Battlebriar may use this ability an unlimited number of times per day, and can travel up to 100 miles in a single Stride.
Growth (Ex): At 7th level, the Battlebriar has enough experience to grow. It may choose to
increase or
decrease its size by 1 stage; this choice remains permanent.
The Battlebriar gains another such growth at level 16.
Natural Resistance (Ex): At 7th level, the Battlebriar gains its choice of either Spell Resistance or Power Resistance equal to 11+ its HD.
Natural Force (Ex):At 8th level, the Battlebriar can overpower [Force] effects. Any attack the Battlebriar makes or Power it manifests bypasses [Force] effects and spells such as
Wind Wall that simply negate ranged attacks. Finally, it cannot be contained by [Force] effects such
Forcecage or
Wall of Force, etc.
Dispelling Maul (Su): At 10th level, the Battlebriar gains the power to undo magic with its attacks. It may spend 10 PP to grant its Natural Attacks a Dispel effect for 1 minute. During this time, any creature or object it hits with its Natural Attack is subject to a
Greater Dispel Magic effect, where the Battlebriar's Effective Caster Level is equal to its Manifester Level. This ability ONLY applies to Natural Attacks gained through either this class' abilities or by its own acquired Psionic Powers; it may, of course, benefit from an improved Manifester Level through other classes.
Improved Battle Path (Ex): At 11th level, the Battlebriar greatly advances the utility of its Battle Path.
Hooked: The Hooked Battlebriar's Natural Armor score becomes Deflection AC.
It also gains a Trample Attack that deals half its Thorns value (3d6 at 11), rounded down, plus its Strength modifier.
Dashing: The Dashing gain it choice of 4 abilities. It may gain each choice more than once, doubling the base effect: A +10 bonus to its move speed; a Swim Speed equal to half its move speed; a Burrow Speed equal to half its move speed; Move 1x its Speed as a Swift Action at a cost of 2 PP. These choices may be exchanged only upon a level-up.
Guardian:The damage Dice of the Guardian's Thorns are affected by Size Increases. The Guardian may also move up to half its base move speed or use Tree Stride without exiting its Mountain Tower Stance.
Greater Natural Stride (Ex): At 12th level, the Battlebriar ignores any terrain penalties, even magically-altered terrain, including movement penalties and damage effects from terrain, and adds +10 to any Survival check intended to track it. Furthermore, it gains a bonus equal to its hit dice to resist any [Divination] or [Scry] effect that would be used to track it.
Poison Immunity (Ex): At level 12, the Battlebriar becomes immune to all poisons.
Greater Mulch (Ex):At 13th level, the Battlebriar can recover from almost any malady with time and resources. It may expend either 36 hitpoints or 15 Power Points to affect up to 3x its Hit Dice of creatures within its physical reach. The bodies decompose and after 10 minute's time, the Battlebriar gains 1 effect of its choice per 10 Hit Dice of bodies effected: 1) it may restore lost limbs and hitpoints as if it had Regneration 1 for the last 10 minutes (this does not allow self-replication; severed parts become mulch); 2) it gains 1 use of
Greater Restoration like the spell; 3) it gains the benefit of a Full Rest. This third option (full rest) may only be used once a week.
Critical Fortification (Ex): The Battlebriar of at least 14th level negates all critical hits, Sneak Attacks, and Skirmish attacks. This ability is lost if the Battlebriar wears any Light, Med or Heavy armor.
Plant Shift (Sp)Twice a day at 15 HD, the Battlebriar may use
Plane Shift like the spell, except that it arrives within range of another plant (or Plant-type creature) instead of an "intended destination." If the plane of choice has no plant life, the Battlebriar cannot Plant Shift there.
Battlebriar Ascension (Ex)At 16th level, the Battlebriar is ready for terrible forays. First, it may act as if under a continuous
Freedom of Movement effect, and it gains immunity to effects that would block extradimensional travel such as
Dimensional Anchor.
Second, It may use its Dispelling Maul ability even under an Antimagic Field, and its Natural Attacks may be chosen to instead gain a
Disjunction effect with a bonus to dispel Antimagic Fields equal to its HD.
Greater Augmentation (Ex): When the Battlebriar manifests a power, it may choose to spend double the Power Points for any single instance of Augment and double that augment's effects and bonuses or increase/decrease the augment's non-numeric bonuses by 1 stage. E.G: It could spend 12 points to Augment Expansion and gain 4 size categories instead of 2 and gain appropriate Str/Dex adjustments (double); it could spend 12 points to Augment Expansion and manifest it as an Immediate Action (swift
downgrades to Immediate); or it could spend 4 Power Points and change its duration to 1 hour per level (10 minutes
increases to 1 hour).
3/20/20 edit: Guardian should be forbidden all Special attacks in Mountain Tower; it just shouldn't take Std/Full actions there.