The Witchbole


Lost Omens Campaign Setting General Discussion


Adventure Path Charter Subscriber

Has anyone statted this creature up yet? I've seen nothing concerning abilities or specific characteristics....just that it is Treerazors abode.

As such, I'm envisioning something about the size of the tree in Avatar, perhaps a bit smaller, giving some slam attacks ala the Treant and the ability to throw some of the bodies impaled on it's branches. I'll probably throw in some spell like abilities and physical attributes designed to hamper the PCs through/around the tree. It'll probablyhave a fairly high SR too, I'm thinking 40ish.

Looking for some advice/suggestions. My view is that this "tree" should be in the CR 22 range.

All thoughts, comments, and snide remarks are appreciated.

Thanks!


Adventure Path Charter Subscriber

The Witchbole CR 23

XP 819,200
Colossal+ Plant (Outsider Evil)
Init -4; Senses Tremorsense 240 ft, Darkvision 360 ft, True seeing; Perception +43

Defense
AC 37, touch -2, flat-footed 37 (-2 Dex, +35 natural, -10 size, +4 deflection)
HP 580 (40d8+400)
Fort +40 Ref +17 Will +20
Defensive Abilities plant traits; DR 15/slashing, good and adamantine
Immune Electricity, poison Resist acid 10 cold 10 and fire 10; SR 40
Weaknesses Vulnerable to fire

Offense
Speed 15 ft
Melee 2 slams +34 (6d6+15/19-20)
Ranged Rock/impaled bodies +27 (4d6+15)
Space Reach
Special Attacks rock/body throwing (360 ft), Impale (4d6+22), Smite good 3/day as a swift action (+3 to hit, +40 dam)
Spell-Like Abilities (CL 20)
Constant--True seeing, unholy aura (DC 21)
At will--Plant Growth, Dimensional Lock
3/day--Slow (DC 16), Blasphemy (DC 20), Black Tentacles (DC 17)
1/day--Earthquake

Statistics
Str 40, Dex 8, Con 30, Int
12, Wis 16, Cha 16
Base Atk +29 CMB +44; CMD 52
Feats Alertness, Improved Critical (slam)
Iron Will, Power Attack, Weapon Focus (slam),
Improved Bull Rush, Awesome Blow, Improved Natural Attack (slam),
Impale (like snatch only thrown creatures go 2d12+12 x10ft and suffer 1d6/10ft),
Vital Strike, Improved Vital Strike, Greater Vital Strike, Throw Anything, Intimidating
Prowess, Critical Focus, Bleeding Critical, Deadly Aim, Great Fortitude, Improved Great Fortitude, Lightnign Reflexes
Skills Diplomacy +13,
Intimidate +45, Knowledge (nature) +23,
Perception +43, Sense Motive +13, Stealth +8(+24 in forests);
Racial Modifiers +16 Stealth in forests
Languages Common, Sylvan, Treant
SQ animate trees, double damage against objects, treespeech

Ecology
Environment Tanglebriar
Organization Unique creature
Treasure Special

Special Abilities
Animate Trees (Sp) The Witchbole
can animate any trees within 360 feet at will,
controlling up to twelve trees at a time. It takes 1 full round for a tree
to uproot itself, after which it moves at a
speed of 10 feet and fights as a
treant , gaining the treant’s vulnerability to fire. If
the Witchbole terminates the animation, moves
out of range, or is incapacitated, the tree immediately takes
root wherever it is and returns to its normal state.

Double Damage Against Objects (Ex) The Witchbole or animated
tree that makes a full attack against an object or structure
deals double damage.

Treespeech (Ex) The Witchbole has the ability to converse with plants
as if subject to a continual speak with plants spell, and most
plants greet them with an attitude of friendly or helpful.
Impale (Ex) Any creature hit by a confirmed critical is impaled and subject to being thrown on subsequent rounds, the impaled creature is considered grappled. Creatures may escape by cutting themselves free, AC 27 HP 58. The Witchbole can hold 40 medium sized creatures at a time. Freedom of Movement is NOT effective versus this attack.
The Witchbole’s bark has the resistance properties of adamantine and takes ¼ damage from piercing and bludgeoning weapons. If defeated the bark is able to fashioned into several* suits of full plate and weapons with adamantine properties that are useable by druids. The Witchbole is able to manifest attacks in all areas but is unable to impale characters when they are in the interior.
*Whatever the GM determines is appropriate.

As always thoughts are welcome.

Thanks


Not bad. at 1/4 damage almost seems more powerful than treerazer heh.


Adventure Path Charter Subscriber

Yeah, it is a work in progress...I was unsure about the 1/4 damage and some of the spell like abilities...I was looking to build something that is just too damn big to hurt. I wanted the idea of walking up to this thing, with anything but a axe, to be idiotic.

As a living castle, maybe he should be more powerful than Treerazor?


Im going to run this also I had a differnt view of the Witchbole I was thinking more something very similar to something I saw in a dungeon magazine (Ill post what issue in a few minutes im at work and have to find it online) where the giant demon tree is trying to stop the players as they go through it Im thinking this giant tree be full of defenses that stop them from getting around and slow their approch to Treerazor

It was called Root of Evil


Adventure Path Charter Subscriber

Thanks, looks interesting, I don't recognize the cover so I must not have that issue. Unfortunately I don't have the Hordes of the Abyss or Fiendish Codex as it appears that it was written up in one of those books. Definately something I'm going to look into.

The characters in my campaign are 20-22nd level, that's one reason I made it a little more powerful.


Yeah mine will be around 20th so I plan on making it more powerful I dont remember it using anything from that book ill have to look at it tonight

Community / Forums / Pathfinder / Lost Omens Campaign Setting / General Discussion / The Witchbole All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion