Leatherleaf: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
| CR = 6
[[Category:CR 6]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| MonsterName = Leatherleaf


[[Image:Leatherleaf_1.jpg|384px|right|xx]]
| Image = Leatherleaf_1.jpg
== Leatherleaf (CR 6) ==
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->
Leatherleaf refers to extremely hardy and very dangerous plants that infest the wilds.  Leatherleafs thrive anywhere with good access to sunlight, water, and victims. In a pinch, they can do without water, as long as victims are available.
 
| Role =  
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->
 
| Description = Leatherleaf refers to extremely hardy and very dangerous plants that infest the wilds.  Leatherleafs thrive anywhere with good access to sunlight, water, and victims. In a pinch, they can do without water, as long as victims are available.


Leatherleafs are mobile plants, able to creep about at a surprising pace...for a plant.  They are extremely hard to damage or destroy and quite deadly.  Fortunately, leatherleaf is a fairly distinctive looking plant, with its stiff, leathery leaves, thick sturdy stems and branches, and copious assortment of poisonous thorns.
Leatherleafs are mobile plants, able to creep about at a surprising pace...for a plant.  They are extremely hard to damage or destroy and quite deadly.  Fortunately, leatherleaf is a fairly distinctive looking plant, with its stiff, leathery leaves, thick sturdy stems and branches, and copious assortment of poisonous thorns.
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=== GENERAL ===
| Alignment = Neutral
'''CR''' 6  '''Hit Dice''' 9
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->
 
| Size = Medium
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->
 
| Type = Plant
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->
 
| Subtype =
  <!--If any-->
 
| NudgeBasicLoreValue = -2
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeFullLoreValue =
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeInit =
  <!--CR 6 INITIATIVE = +3 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Senses = [[Tremorsense]] 60ft
  <!--List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!-- [[Standard Vision]], [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]    -->
  <!-- [[Standard Hearing]], [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]] -->
  <!-- [[Standard Scent]], [[Scent]], [[Keen Scent]], [[Perfect Scent]]            -->
  <!-- [[Tremorsense]], [[Blindsense]], [[Lifesense]]          -->
 
| NudgePerception =  
  <!--CR 6 PERCEPTION = +9 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
| NudgeAC =
  <!--CR 6 AC = 24 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTouchAC =
  <!--CR 6 TOUCH AC = 15 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeFFAC =
  <!--CR 6 FLAT-FOOTED AC = 20 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeHitPoints =
  <!--CR 6 HIT POINTS = 82 -->
  <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->
 
 
<!--  SAVING THROWS  -->
 
| Fort = S
| Refl =
| Will =
  <!--CR 6 STRONG SAVE = +9; WEAK SAVE = +5 -->
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->
 
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| SR = Y
  <!--Values: Y (for Yes), or leave blank-->
 
| NudgeSR = +2
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| SpecialDefenses = DR5/-
  <!--Put any DR or ER values here-->
 
| StrongAgainst = Immunity: Piercing
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->
 
| Hide-Type-Strong-Against-1 =
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type (if any))-->
 
| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any))-->
 
| WeakAgainst = Vulnerable to Fire, no SR rolls against Fire magic
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->
 
| Hide-Type-Weak-Against-1 =
| Hide-Subtype-Weak-Against-1 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any))-->
 
| MoveTypes = Walk 10 ft.
  <!--List the move type and distance (in feet). (E.g. "[[Jet]] 60 ft.") -->
  <!-- [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!-- [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!-- [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!-- [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!-- [[Lesser Teleport]], [[Greater Teleport]]            -->
 
| NudgeSpace =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
  <!--NOTE: If type or subtype is "Swarm", the space will default to 10 ft.-->
  <!--NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium)-->
 
| NudgeReach =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
  <!--NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.-->
  <!--NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium)-->
 
 
 
<!--  GENERAL ATTACK INFORMATION  -->
 
| MeleeOrNatural = Natural
  <!--REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks)-->
 
| MultipliedDamageType =
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->
 
| IgnoreSecondary =
  <!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster has only a single attack during a full attack (e.g. swarms)-->
 
 
 
<!--  PRIMARY ATTACK INFORMATION  -->
 
| PriAtkName = Thorn Rake
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
 
| PriAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| PriAtkNotes-FullAtkOnly = 2x Thorn Rake
  <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->
 
| PriAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| PriAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgePriToHit =
  <!--CR 6 PRIMARY TO-HIT = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgePriDamage = hi
  <!--CR 6 PRIMARY NATURAL DAMAGE = 1d8+7 -->
  <!--CR 6 PRIMARY MELEE DAMAGE = 1d8+8 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName =
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
 
| SecAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| SecAtkNotes-FullAtkOnly =
  <!--use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank-->
 
| SecAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| SecAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeSecToHit =
  <!--CR 6 SECONDARY TO-HIT = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSecDamage =
  <!--CR 6 SECONDARY NATURAL DAMAGE = 1d6+2 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
 
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| TerAtkNotes-FullAtkOnly =
  <!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank-->
 
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| TerAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeTerToHit =
  <!--CR 6 TERTIARY TO-HIT = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTerDamage =
  <!--CR 6 TERTIARY NATURAL DAMAGE = 1d8+7 -->
  <!--CR 6 TERTIARY MELEE DAMAGE = 1d8+8 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
 
| QuaAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| QuaAtkNotes-FullAtkOnly =
  <!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank-->
 
| QuaAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| QuaAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeQuaToHit =
  <!--CR 6 QUATERNARY TO-HIT = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeQuaDamage =
  <!--CR 6 QUATERNARY NATURAL DAMAGE = 1d6+2 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName =
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
 
| HasRangedFullAttack =
  <!--Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIncrementDistance =
  <!--Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first-->
 
| RangedAtkNumberOfIncrements =
  <!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10-->
 
| RangedAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| RangedAtkNotes-FullAtkOnly =
  <!--use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
 
| RangedAtkVSTouchAC =  
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIsAuto-Hit =  
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeRangedToHit =  
  <!--CR 6 RANGED TO-HIT = +11 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeRangedDamage =
  <!--CR 6 RANGED DAMAGE = 1d8+8 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable = Y
  <!--Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications-->
 
| SiegeAtkName = Digging Roots
  <!--Name of siege attack (e.g. "Bite" or "Hurled Rock")-->
 
| SiegeAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.)-->
 
| SiegeAtkIncrement =
  <!--Only used of above field is not blank; Range increment in feet (e.g. 20 ft.); max range is calculated from this-->
 
| SiegeAtkNumberOfIncrements =
  <!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10-->
 
| NudgeSiegeCMB =
  <!--CR 6 SIEGE CMB = +10 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSiegeDamage =
  <!--CR 6 SIEGE DAMAGE = 1d2 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  ABILITY SCORES  -->
| Str = 14
| Dex = 12
| Con = 22
| Int = -
| Wis = 10
| Cha = 16
 
| NudgeCMB =
  <!--CR 6 CMB = +10 -->
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
 
| NudgeCMD =
  <!--CR 6 CMD = 20 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->
 
 
<!--  FEATS  -->
 
| Feat1 =
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
 
 
<!--  SKILLS  -->
 
| Skill1 =
| Skill2 =
| Skill3 =
| Skill4 =
 
| NudgeSkill1 =
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!--CR 6 SKILLS = +9 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")-->
 
 
<!--  LANGUAGES   -->
 
| Languages =
  <!--Comma-separated list-->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder3 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder4 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Allergic Aura
 
| Ability-1-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-1-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
 
| Ability-1-Description = Leatherleafs have sap and pollen that provokes an intense allergic reaction in anyone nearby.  Any creature that begins their turn within ten feet of a Leatherleaf must make a Fort save, {{#var:Special1SaveDC}}, or be [[Afflicted]] for 1d6 minutes and suffer {{#var:Special1StandardDmg}} of Acid damage.  Once a creature has made this saving throw, succeed or fail, against a given Leatherleaf's aura, they take no damage and are immune to that Leatherleaf's aura for 24 hours.  Note that Leatherleafs are always immune to their own aura and the aura of all other leatherleafs.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special1SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special1StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name =
 
| Ability-2-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special2SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special2StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''XP''' 2,400
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


N, Medium, Plant


'''Init''' +3; '''Senses''' tremorsense 60 ft, Perception +9


<!--  SPECIAL ABILITY 3  -->


=== DEFENSE ===
| Ability-3-Name =  
'''AC''' 24, '''touch''' 15, '''flat-footed''' 20 (+4 armor, +4 dex, +5 natural, +1 deflection)


'''hp''' 82
| Ability-3-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


'''Fort''' +9, '''Ref''' +5, '''Will''' +5
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


'''Aura:''' Allergic Aura
| Ability-3-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special3SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special3StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->


'''SR:''' 16
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Special Defenses:'''  DR 5/-
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Immunities:'''
| NudgeAbility3SaveDC =
:* Piercing
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
:* all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) (a plant with an Int score loses this trait)
:* poison
:* sleep
:* polymorph, paralysis, stunning


| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Weaknesses:''' Vulnerability to Fire, No SR against Fire spells
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


=== OFFENSE ===
'''Speed''' 10 ft.


'''Space / Reach:'''  5 ft. / 5 ft.


'''Single Melee''' Thorn Rake +11 (1d8+8/19-20x2)
<!--  SPECIAL ABILITY 4  -->


'''Full Melee''' 2x Thorn Rake +11 (1d8+8/19-20x)
| Ability-4-Name =


'''Ranged'''
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


'''Special Attacks''' Allergic Aura
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


'''Action Points''' 0
| Ability-4-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special4SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special4StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->


| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


=== STATISTICS ===
| NudgeAbility4TouchAttack =  
'''Str''' 14, '''Dex''' 12, '''Con''' 22, '''Int''' -, '''Wis''' 10, '''Cha''' 16
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Base Atk''' +6; '''CMB''' +10; '''CMD''' 20
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Feats''' -
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Skills''' -
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Languages''' -
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->




=== SPECIAL ABILITIES ===
; Allergic Aura (Ex, Aura)
Leatherleafs have sap and pollen that provokes an intense allergic reaction in anyone nearby.  Any creature that begins their turn within ten feet of a Leatherleaf must make a Fort save, DC of 16, or be [[Afflicted]] for 1d6 minutes.  Once a creature has made this saving throw, succeed or fail, against a given Leatherleaf's aura, they are immune to that Leatherleaf's aura for 24 hours.  Note that Leatherleafs are always immune to their own aura and the aura of all other leatherleafs.


<!--  SPECIAL ABILITY 5  -->


=== TREASURE ===
| Ability-5-Name =  
sell value of approximately 1,875 gp


| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


=== COMBAT TACTICS ===
| Ability-5-Concentration =  
Leatherleafs are aggressive mobile plants that treat all animals as their deadly enemies. Once a leatherleaf sense an animal moving with its tremorsense, it will uproot and begin moving toward that animal with slow, deadly intent.
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special5SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special5StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special6SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special6StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special7SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special7StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special8SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special8StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =  
 
| Ability-9-Type =  
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special9ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special9SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special9StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility9StandardDamage =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9SwiftDamage =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9AlphaDamage =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = Leatherleafs are aggressive mobile plants that treat all animals as their deadly enemies. Once a leatherleaf sense an animal moving with its tremorsense, it will uproot and begin moving toward that animal with slow, deadly intent.


Stopping an incoming leatherleaf hedge can be a nightmarish process: They are completely immune to arrows and spears, have massive amounts of resistance to everything else and shrug off spells with scary ease.  
Stopping an incoming leatherleaf hedge can be a nightmarish process: They are completely immune to arrows and spears, have massive amounts of resistance to everything else and shrug off spells with scary ease.  
Line 94: Line 775:


About the only good thing about a leatherleaf is the fact that they are vulnerable to a good old-fashioned fire.
About the only good thing about a leatherleaf is the fact that they are vulnerable to a good old-fashioned fire.
<!--  OUT OF COMBAT  -->
| OutOfCombat = Leatherleaf is able to slowly but steadily destroy most structures if they are allowed to grow unchecked.  They are too slow and vulnerable to fire to be of much use in siege operations, but abandoned structures in places where leatherleaf grows can be converted to picturesque ruins in a matter of hours.
}}

Revision as of 00:08, 26 November 2016

Leatherleaf (CR 6)

Neutral - Medium - Plant
Lore: Know (Nature)
10 27
Basic DC Full DC
Initiative
Initiative Icon 2.png
10
Perception:
20 +10
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
22
Man Def
Shield Icon 3.png
22
Monster Health
81 40 9
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +9
Refl: +4
Will: +4

Strong Against:

  • DR5/-
  • (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
  • (Plant 1) Immune (no effect): poisons (tainted, poisoned, blighted), magical sleep (drowsy, sluggish, asleep), paralyzed, stunned, polymorph
  • (Plant 2) Immune (no effect): Forced movement (including Drag, Reposition), Prone (quelled, prone, splayed)
  • Immunity: Piercing

Weak Against:

  • Vulnerable to Fire, no SR rolls against Fire magic

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+10
Sword Icon 3.png
Man Off
+10
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Thorn Rake +10 (0/x2)
    as undefined damage typeExpression error: Unexpected < operator.

Full Attack (Melee):

  • 1x Thorn Rake +10 (1d10+9/x2)
    as undefined damage type
    2x Thorn RakeExpression error: Unexpected < operator.

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage:

  • 1x Digging Roots +10 (1d3)

Statistics

14
STR
12
DEX
22
CON
INT
10
WIS
16
CHA

Skills:

Languages:

Feats:

Special Abilities

Allergic Aura (Ex)

Leatherleafs have sap and pollen that provokes an intense allergic reaction in anyone nearby. Any creature that begins their turn within ten feet of a Leatherleaf must make a Fort save, , or be Afflicted for 1d6 minutes and suffer of Acid damage. Once a creature has made this saving throw, succeed or fail, against a given Leatherleaf's aura, they take no damage and are immune to that Leatherleaf's aura for 24 hours. Note that Leatherleafs are always immune to their own aura and the aura of all other leatherleafs.

Leatherleaf

Leatherleaf

Leatherleaf refers to extremely hardy and very dangerous plants that infest the wilds. Leatherleafs thrive anywhere with good access to sunlight, water, and victims. In a pinch, they can do without water, as long as victims are available.

Leatherleafs are mobile plants, able to creep about at a surprising pace...for a plant. They are extremely hard to damage or destroy and quite deadly. Fortunately, leatherleaf is a fairly distinctive looking plant, with its stiff, leathery leaves, thick sturdy stems and branches, and copious assortment of poisonous thorns.

A leatherleaf infestation is best burned out from a distance; their intensely allergenic leaves and deadly raking stems are best avoided at all costs.

Combat Tactics

Leatherleafs are aggressive mobile plants that treat all animals as their deadly enemies. Once a leatherleaf sense an animal moving with its tremorsense, it will uproot and begin moving toward that animal with slow, deadly intent.

Stopping an incoming leatherleaf hedge can be a nightmarish process: They are completely immune to arrows and spears, have massive amounts of resistance to everything else and shrug off spells with scary ease.

Leatherleafs will seek to move in close enough that their allergic sap and pollen weakens their enemies and then will close in for the kill.

About the only good thing about a leatherleaf is the fact that they are vulnerable to a good old-fashioned fire.

Out of Combat

Leatherleaf is able to slowly but steadily destroy most structures if they are allowed to grow unchecked. They are too slow and vulnerable to fire to be of much use in siege operations, but abandoned structures in places where leatherleaf grows can be converted to picturesque ruins in a matter of hours.

Rewards

XP: 2,400

Treasure: Sellable Goods worth 2,125 gp.

Weight: 60 lbs.     Volume: 2.4 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)