spudwalt

5e Vine Stalker stats (monster and PC)

Apr 23rd, 2021 (edited)
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  1. Monster stats:
  2. Vine stalker: Medium humanoid plant (vine stalker) - Any alignment
  3. HP: 23 (5d8) +10 temporary
  4. AC: 12
  5. Speed: 30ft.
  6. STR 15 (+2) | DEX 14 (+2) | CON 14 (+2) | INT 10 (0) | WIS 12 (+1) | CHA 10 (0)
  7. Skills: Stealth+5
  8. Senses: passive perception 11
  9. Languages: Common, one language its original host knew in life
  10. CR: 1 (200 XP)
  11.  
  12. Limited Regeneration — The vine stalker regains 10 HP at the start of each of its turns unless it starts its turn with 0 HP.
  13.  
  14. Mana Shield — The vine stalker has an innate pool of 10 temporary HP; this pool returns to 10 after a short or long rest.
  15.  
  16. Natural Camouflage — The vine stalker has advantage on Stealth checks while hiding in areas with heavy plant growth.
  17.  
  18. Actions: Multiattack — The vine stalker makes two melee attacks; one with its slam (or an equipped weapon, if it has one), and one
  19. with its antimagic bite.
  20.  
  21. Slam — +4 to hit, reach 5ft, one target; 1d4+2 bludgeoning damage
  22.  
  23. Antimagic Bite — +4 to hit, reach 5ft, one target; 1d6+2 piercing damage and the vine stalker gains 2 temporary hit
  24. points.
  25.  
  26. If the target is a spellcaster, it must make a DC 12 Constitution saving throw; on failure, roll a d4;
  27. the target must choose that many levels worth of spell slots to expend (for example, rolling a 2 means
  28. the target expends either a 2nd-level slot or two 1st-level slots). If the target only has spell slots
  29. remaining with more value than the result of the d4, they expend one of their choice. Either way, the
  30. vine stalker then gains temporary hit points equal to 5 times the number of spell slots expended, and may
  31. add them to an existing pool of temporary hit points instead of replacing them.
  32.  
  33. Create Vine Stalker — (1/year) Targets an incapacitated humanoid within 5ft that has 0 HP. This humanoid is infested with
  34. magical vines that gradually overtake it; after two weeks, it rises as a vine stalker with limited
  35. memories (if any) of its previous life.
  36.  
  37. If the vines are destroyed before the process completes, the target dies, but may be raised as
  38. usual. Once the target has become a vine stalker, only a Wish may return it to its previous state.
  39.  
  40. ---------------------------------------------------------------------------------------------------------------------------------------
  41.  
  42. Player character stats:
  43. Vine stalkers are reclusive plant hybrids. Adept ambush predators with an innate connection to ambient magic, they tend to lurk in
  44. overgrown, magically charged areas, such as forests that border the Feywild. While prey tends to be more dangerous in such areas,
  45. vine stalkers can use their impressive regenerative abilities and magic-disrupting bites to survive encounters with particularly
  46. recalcitrant meals.
  47.  
  48. Vine stalkers are unusual in that they are not born, but made. All vine stalkers begin life as other humanoids that are parasitized
  49. with a type of magical vine (generally by another vine stalker) moments before death. The plant swiftly grows, integrating itself
  50. with the entirety of the host's body and gaining sapience and mobility within two weeks. Little of the original host remains; some
  51. vine stalkers may retain faint memories or skills, such as a language or fragmentary knowledge of close friends or family, but
  52. little beyond that. Once a vine stalker has spread its vines to another humanoid, it generally takes upwards of a year before it
  53. can regrow enough to repeat the process.
  54.  
  55. While some vine stalkers are content to remain alone in the wild places of the world, others choose to roam more openly, driven by
  56. circumstance, lingering memories, or just simple curiosity.
  57.  
  58. Physical Description — Vine stalkers are humanoid in shape, but are shrouded in thick vines that obscure most of their features save
  59. for their large, fanged maws.
  60.  
  61. Ability Score Changes — Your Strength increases by 2 and your Dexterity increases by 1.
  62.  
  63. Age — As hybrids of plants and various humanoids, vine stalkers approach aging oddly. Vine stalkers may extend their lifespan by
  64. choosing to enter a state of dormancy; active vine stalkers live roughly as long as their host species, but dormant ones can
  65. remain so for decades without aging significantly.
  66.  
  67. Alignment — Vine stalkers can be any alignment. Remaining echoes of their previous life might influence their outlook, but
  68. ultimately their philosophy is their own choice.
  69.  
  70. Size — As vine stalkers were originally humanoids, they are often roughly the same size and weight as humans, though individuals
  71. made from different species may be larger or smaller (a Vine Stalker made from a half-orc is larger and heavier than one made
  72. from an elf). Regardless of exact measurements, your size is Medium.
  73.  
  74. Speed — Your speed is 30 feet per round.
  75.  
  76. Hybrid Nature — You count as a Plant in addition to a Humanoid when determining your creature type. Additionally, you cannot regain
  77. hit points from drinking potions (any other effects of potions still occur).
  78.  
  79. Natural Camouflage — You are proficient in Stealth. In addition, you have advantage on Stealth checks when attempting to hide in
  80. areas with thick natural plant growth.
  81.  
  82. Limited Regeneration — At the beginning of each of your turns in combat, you regain hit points equal to your character level. This
  83. trait does not function if you start your turn with 0 HP. When resting, you always regain hit points from
  84. spending hit dice as if you had rolled the maximum amount.
  85.  
  86. Depending on your Dungeon Master's discretion, major injuries such as missing limbs may take anywhere from
  87. weeks to months to heal, or may be impossible to recover from without magical assistance.
  88.  
  89. Mana Shield — You possess an innate ability to channel magical energy to bolster your resilience. When calculating your maximum hit
  90. points, do not add your Constitution modifier to your hit point total. Instead, you gain an innate pool of temporary
  91. hit points equal to your Constitution modifier times your character level (minimum of 1). After a short or long rest,
  92. your pool of temporary hit points returns to its base value.
  93.  
  94. Bite — Your fanged maw is a natural weapon which you can use to make unarmed strikes. Your bite deals piercing damage equal to 1d6
  95. plus your Strength modifier instead of the normal damage for unarmed strikes.
  96.  
  97. Magic Eater — In battle, you may tap into your ability to drain magical energies. As a bonus action, you may make a bite attack. If
  98. it hits, it deals damage as normal, you gain temporary hit points equal to your Constitution modifier (minimum of 1),
  99. and you can't use this trait again until after a short or long rest.
  100.  
  101. If your target is a spellcaster, it must make a Constitution saving throw with a DC equal to 8 plus your Constitution
  102. modifier plus your Proficiency bonus. On a failed save, roll a d4; your target chooses that many levels' worth of spell
  103. slots to expend (for example, rolling a 2 means your target must expend either a 2nd-level spell slot or two 1st-level
  104. spell slots). If the target's only remaining spell slots are all of greater value than your roll, they expend one spell
  105. slot of their choice. You then gain temporary hit points equal to 5 times the total spell slots your target expended
  106. plus your Constitution modifier; you may add these temporary hit points to your current pool of temporary hit points
  107. instead of replacing it.
  108.  
  109. Languages — You speak Common and one other language of your choice; this language might be one you learned, or one that you
  110. inherited from the humanoid that was your original host.
  111.  
  112. ---------------------------------------------------------------------------------------------------------------------------------------
  113.  
  114. Unique Feat:
  115. Magic Devourer: You have honed your ability to devour magic such that it grows stronger as you gain experience. When determining how
  116. many spell slots you drain, at 5th level, roll 1d6; at 11th level, roll 1d8; and at 17th level, roll 1d10.
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