Azothath's Homebrew: Therndentro Lignum (Whompa) MonHmnd CR:16


Homebrew and House Rules


Therndentro Lignum (aka whompa, zhendrotroll, noble treant)
NN Hgh Mon Humnd (giant, plant) CR 16 XP 76800
Init +6(to 10); Senses drkvis 60ft, lowlgt vis; Perception +30(to 35)

DEFENSE
AC [44]40(37), touch 14, flat-footed [38]34(31) (+6 Dex, +7 armr [+4] shld +19{barkskin}(16) natl, -2 sz).
HP 184 (16d10+96) regeneration 5/(touching ground/earth/mud/water, elec)
Fort +16, Ref +22, Will +22 +4 vs fey Spl & SLA & [plant] spls, +4 & roll Will twice[mind-afct]
DefQ DR 5/-- & 10/S or cFe, SR:25, Immun:[cold, confsn, insanity, mind-afct(chrm, cmplsn, morl, pttrn, phantsm), paralz, poi{but not plant toxins}], multiple minds
Weak Vuln [fire]

OFFENSE
Speed 45 ft
Natl Mle 4 slam +26 (1d8+10 c20 *2)B {primary, AoO}, hair rch:25ft +21 (1d6+5 c20 *2)B or CMB +28 grab {secondary or tch atk}
Mle hug +2 {keen} adamt btchr axe(extc 2hnd) pwr atk +26 +21 +16 +11 (6d6+29 c19+ *3)S no DR for fey & plant
Mle hug +2 {keen} adamt btchr axe(extc 2hnd) +30 +25 +20 +15 (6d6+17 c19+ *3)S “
Mle hug +2 {keen} fortified liq glass battle axe(mrtl 1hnd) pwr atk +24 (3d6+21 c19+ *3)S “
Mle hug +2 {keen} fortified liq glass battle axe(mrtl 1hnd) +28 (3d6+13 c19+ *3)S “
Mle hug {keen} mwk cFe battle axe(mrtl 1hnd) pwr atk +23 (3d6+18 c19+ *3)S “
Mle hug {keen} mwk cFe battle axe(mrtl 1hnd) +27 (3d6+10 c19+ *3)S “
Mle hug mwk hrd glass dagger(smpl lgt) +27 (1d8+10 c19+ *2)P|S, thrown rng 10ft +23 (“)P
Rng hug +1 greenwood compd shortbow(mrtl 2hnd, Str +10) +23 +18 +13 +8 (2d6+11 c20 *3)P Rng:70ft, 8lb $1950 Arrw: cFe&Ag[6], cFe&Admt[6], thistle & wndweal[poi][6], dur cFe & thunderstone efct[2]. Grav Bow (3d6+11).

Space 15 ft.; Reach 15 ft. humanoid(2 headed, 3 legged, 4 armed human) H 16 ft, Wt 16000 lbs.
SpAtk Wild shape: bst shp 3:T5, elem body 2:T5, plant plnt shp 1:T5 dur:8 hr 3/d. Preferred forms: lrg anml dire tiger (cmbt), lrg anml giant vulture (flying mount), med air/earth elemtl (flier/erth glide, stlth), dmtv anml bat (flier, stealth).
SLAs (CL8; Conc(Wis) +17(15))
 1/d lsr plnr ally[see list, add one alebrije or vahana (any animal Adv+CR3 or CR4 or mag beast CR4 such as: adv grizzly bear, dire boar, dire wolverine, forest drake(NN), griffon, tiger, voonith, wolf spider) of CR6, moderate elemental infusion (any animal Adv+CR4 or CR5) of CR6] dur: up to 16 days.
Druid Spells Prep'd (CL8 {dur CL16}, DC=SplLvl+16, Conc(Wis) +17(15), Cast Def roll twice [3]/d)
4th(3+1ᴰ/d): Echloc:T4, Warp Mtl:T4 tgt:8 obj Will 20, Zone Foul Flm:T4 20ft Rad +4 sv[fire] creator Will 20 dur:16min, Arbor Hmmr:T4ᴰ dur:16r. Spon: Sum Ntr Ally 4:C4.
3rd(4+1ᴰ/d): Aque Orb:C3 Rflx 19 dur:16r, Cup Dust:T3 Fort 19 else 1d6 nonlthl/hr dur:16d, Cure Mod:C3 2d8+8, Thrny Entgl:T3 40ft Rad +14 (2d6)P rng 15ft dur:16min, Venom Bolt:N3ᴰ tgt:arrw as poison Fort 19 else 1d3 Con dmg 1/r for 6r.
2nd(5+1ᴰ/d): Air Step:T2 {impedes regen}, Barkskin:T2 +3 natl armr dur:160min, Grnsgt:T2 dur:160min, Flry Snobal:K2, Rst Enrg:A2 ER 20[fire] dur:160min, Tar Ball:T2ᴰ rng atk +22 (1d4+10) then 1d4[fire]/r for 1d4r & -2 Dex.
1st(6+1ᴰ/d [5]ᴾᴾ): Aspct Falcon:T1 +3 comp Prcp & bow +1 comp (c19+) dur:16min, Cure Lgt:C1 1d8+5, Goodbry:T1, Hgtn Aware:D1 +2 comp Prcp & Know chk or +4 Init, Mag Fang:T1, Glide:T1ᴰ.
0th(4/d @will): Crt Wtr:C0, Det Mag:D0, Light:K0, Mend:T0.
Natr Bond: Dom: Jungle. Spon cast Sum Natl Ally ≤N in place of prep’d spell SplLvl N. Brach (Ex) free actn Climb 40ft and Acro +8 for 8r/d. Trap Sns (Ex) +2@8th. Dom Spls: glide:T1, tar ball:T2, venom bolt:N3, arbo hmmr:T4, blss salmdr:T5, swrm skin:T6, creep doom:C7, W lava:C8, shamblr:C9.
Wand{SLWS}: Cure Lgt:C1@1 [30], Obs Mist:C1@1 [30], Spk w Anml:D1@1 [30], Bear Con:T2@3 [12].
Scr{HH}: Fae Fire:K1@1 [4], Tap Innr Beauty:D1@1 UMD 21 +2 inst Cha Chks {+2 UMD} [4], Grav Bow:T1@4 UMD 24 [4], Blur:I2@4 UMD 24 [2], Air Bubl:C1@6 [2], Decomp Corpse:N1@1 [4], Lsr Restor:C2@3 [2], Rst Enrg:A2@7 [2].

STATISTICS
Str 30(+10), Dex 22(+6), Con 22(+6), Int 20(18)(+5), Wis 24(22)(+7), Cha 18(16)(+4)
BAB(1) +16 +11 +6 +1, Str +10, sz +/-2; CMB +28; CMD +34 (36 vs trip, cannot be tripped while flying)

Traits: {optional!} Careful Cmbt:1st & 2nd squares not threatened in withdraw; Dngr Curious: +1 trt & class skl UMD.
Feats: Alertness +4 Prcp & Sns Mtv, Cmbt Rflx ≤6 AoO/r, Wpn Fcs(Butchering axe), Intimd Prowess: STR to Intmd, Grtr Wpn Fcs(Butcher axe +2(0)), Pwr Atk -[BAB/4] atk for (+2*[BAB/4]) dmg, Dazz Display:with wpn full actn intmd foes within 30ft, Cleave: with hit one add’l BAB attck on adj foe & -2 AC, Imp Cleave: cleave reiteratively.

Skills:(144) Acro +9(3){Fgt Def +3/+6}, Appr +6(1), Bluff +14(8){+2}, Clmbᶜ +16(1), Crftᶜ[alch +20(12), glass +20(12)], Diplo +10(1){+2}, Dis Dev, Dsgs, Esc Art, Flyᶜ +11(6){-4}, Hndl Anmlᶜ +14(4), Healᶜ +9(1), Intmdᶜ +29(6){+2,+4sz}(demorl[fear] std actn), Know[arcn +14(9), dngn +6(1), engr +6(1), geogᶜ +14(6), hist +14(9), locl +21(1,HB), natrᶜ +14(4){+2}, nobl, plns +14(9), rlgn +6(1)], Ling +6(1), Prcpᶜ +30(16){+4}, Pfrm[], Profᶜ[], Rideᶜ, Sns Mtv +23(12){+4}, SoH, Splcrftᶜ +16(8), Stlthᶜ +16/+0(2){-8,+16/0}, Survlᶜ +13(1){+2}, Swimᶜ +14(1), UMDᶜ +15(7){+1}. Cls Abil or Cls Skl(ᶜ).
Languages: common(taldan, HB), Joton(giant), anc azlanti(rgnl), arboreal(treant), sylvan(fey), wildsong(drudic), terran, sakvroth(undercommon), aquan, auran, ignan, terran {see ring}.

Prfc: smpl wpns, Axe wpn group, shtbows, lgt & med (non-metal) armr, shlds(non-metal, !twr). Any wild shape natl wpn.
MIBS Humanoid(hands & grasp) [armor, belt, body, chest, eyes, feet(150% cost), hands, head, headband, mfg weapon(4 hands), neck, ring(2), shield, shoulders, wrist].
Racial Modifiers +16(=8+[HD/2]) natl armr, DR:(2+[(HD-5)/3])/-- and (2+[HD/2])/S or cold iron, +16 Stlth in forests/jungle, saves Fort +[HD/1.5], Rflx +[HD], Will +[HD], any Fey or Elven trait, feat, or wpn as if either race (generally still requires expending a trait or feat). Immunity to cold, confusion, insanity, mind-affecting spells and effects(charm, compulsion, morale, pattern, phantasm), paralyzation, poison{except plant toxins}, Druid class skills.

All-around Vision (Ex) the creature cannot be flanked.
Hair Grab (Ex) may start grapple on hit foe as free actn without provoking an AoO on Med sized creatures or less. No penalty & does not gain the grappled condition to maintain grapple on 2 med sized foes or less simultaneously but -20 & gains condition otherwise. +5 successive rounds and grapple inflicts hair damage.
Multiple minds (Ex) two to four brains, +4 INT, +4 race [mind-afct] and roll Will saves twice taking the better. Skill points are +1 per HD.
Multiweapon Mastery (Ex) {req multiple minds or heads and Cmbt Exp, Cmbt Rflx, or Multiattack} with two minds and four arms the creature does not suffer penalties (such as two-weapon fighting) from using up to three 1hnd/lgt mfg weapons & shield or one 2hnd and one 1hnd/lgt wpn & shield or some combination thereof but natural attacks in the attack sequence are secondary attacks. 4 1hnd/lgt weapons means one set of two are using two-wpn fighting. Weapon atks use BAB as usual.
Multiple arms (Ex) four arms.
Multiple Legs (Ex) three legs, adds +5 Spd and +2 vs trip.
Prehensile hair (Ex) vine-like ropey dreadlocks surround & fall from the whompa’s head much like a weeping willow. The hair has a reach of 25ft(=reach +10ft) capable of a natural slam (1d6+5)B {secndry}, CM grab atk {secndry}, and is capable of holding 2 med or 4 small creatures (1 med or 2 small for a large sized whompa) without penalty and does not impart the grappled condition to the whompa, deliver touch atks, and Deflect arrows 2(1 less for each med grabbed creature)/r. Grappled creatures are pulled to the closest open adjacent square to the whompa. If a whompa drops a grappled creature as a free action he cannot then attack the creature during his turn but may make AoO on it if provoked. A strand of hair has whompa’s base AC:35(33) HP:5 DR and can be cut using slashing damage/natl atk/IUS. Comment - while the hair threatens a large area the whompa reserves the attacks for easily grabbed and debilitated foes such as casters, ranged attackers, and creatures without slashing weapons or waits to surprise its foes.
FW Regeneration (Ex) heal 5 pts at the end of each round while touching the ground/earth/mud or standing/immersed/swimming in water but [electricity] damage stops the regeneration for the round. Can reattach lost limbs in 1 round if lost/severed within 1 minute or regrow the limb over 1d4+20 rounds (at 5 HP/r) or head/body after 1d4+30 r (the lost/severed remnants wither away within 24hrs). A regenerating creature is staggered (but not unconscious) up to negative [Con/2] HPs and will retreat/withdraw as if its regeneration ends it falls unconscious. An unconscious regenerating body creeps at 1ft/round attempting to reassemble. Reducing the body to ash (max HP [fire] dmg once unconscious), feeding the remnants to about HD large ruminants, or dissolving the remains in alkali(2*HD vials), acid (2*HD vials), or an ooze (max HP [acid] dmg once unconscious) is sufficient to prevent the creature from returning. Whompas gain Regen 10/r while in the First World or within a fey circle. It is not unknown for a whompa to sacrifice 5 HP to a lost root stuck in fertile ground with mint/clover and a book or two before engaging in deadly combat but this rootling comes back as a 2HD whompa with only vague memories and relies on the parent’s biography for details.
Spell Resistance (Su): 5+HD+Cha bonus.

Gear: huge +2 adamantine butchering axe(extc 2hnd) (6d6 c20 *3)S Hrd:26 HP:110 100lb $11260; huge +2 fortified liquid glass battle axe(mrtl 1hnd) (3d6 c20 *3)S Hrd:19 HP:50 24lb $5070ᶿ; huge mwk cFe battle axe(mrtl 1hnd) (3d6 c20 *3)S Hrd:10 HP:20 24lb $380; huge mwk hardened glass dagger(smpl lgt) (1d8 c19+ *2)P|S, thrown rng 10ft (“)P Hrd:10 HP:8 2*3lb [2] $308ᶿ; huge +1 greenwood compound shortbow(mrtl 2hnd, Str +10) (2d6 c20 *3)P Rng:70ft 8lb $1950; durable cFe [2] $16 & thunderstone efct 10’ rad Fort 15 else deaf 1hr [2] $30ᶿ, cFe[20] $8 admt Wpn blch[10] $50ᶿ & Ag Wpn blch[10] $2.5ᶿ, thistle:1pt bld for 1d6r[poi] & imp woundweal DC20 CstrChk 27 [6]ᶿ $640, iron dist 80ft (-Rng incr)dmg [20] $4; huge +3 glamered darkleaf cloth hide armor(med armr) AC:+7 MaxDex:+6 ArmrChk:0 SplFail:10% Spd30:20’, Hrd:16 HP:83 50lb $6630ᶿ; huge +3 quickdraw darkwood shield(lgt shld) AC:+4 MaxDex:+6 ArmrChk:0 SplFail:5% Spd30:--, Hrd:11 HP:44 12lb $9302, Wand:Cure Lgt:C1@1 [30] $450, Wand:Obs Mist:C1@1 [30] $450, Wand:Spk w Anml:D1@1 [30] $450, Wand:Bear Con:T2@3 [12] $1080; Scr:Air Bubl:C1@6 [2] $300, Fae Fire:K1@1 [4] $100, Decomp Corpse:N1@1 [4] $100, Lsr Restor:C2@3 [2] $300, Rst Enrg:A2@7 [2] $700, Tap Innr Beauty:D1@1 UMD 21 +2 inst Cha Chks {+2 UMD} [4] $100, Grav Bow:T1@4 UMD 24 [4] $400, Blur:I2@4 UMD 24 [2] $400, Alch: vial acid thrown splsh (1d6)[acid] [6] $30ᶿ, Alch:Impv’d Fungal stun vial: thrown 10’ rad Will 22 else stunned 1d2r [2] $150ᶿ, Alch:Brw’d Reek: thrown splsh Fort 15 else sick’d 2d6r & again for naust’d 1r & adj(splash) Fort 15 else sick 1r [2] $40ᶿ, Carry Cmpn(Adv Aurumvorax “Nrrau” CR10 fights obvious foes as friendly henchman){std actn to return to size} $0. Subtotal = $40696.5. self crafted items(ᶿ) at 50% Price.

Equipment: Headband Int, Wis, Cha +2 Know Locl, Lang common [headband] $16000; Feller’s Belt [belt] $12000: any wielded axe gains (non-stacking) dbl threat rng(as if keen), bypass DR of fey & plant, +4 CMB sunder & ignore Hrd Wood; Spellgaurd Bracers [wrist] $5000: cast DEF +2 Conc Chk & roll twice 3/d; Ring of Eloquence: aquan, auran, ignan, terran & spk in anml form[ring] $3500; Handy Haversack $2000; Pearl of Pwr: First[5] $5000; huge spring-loaded wrist sheath (4) $80, alchemist’s lab $100ᶿ, bear trap [4] $8, Alch:antitoxin [2] $50ᶿ, Alch:antiplague [2] $50ᶿ, Alch:bodybalm tea [2] $25ᶿ, Alch:stillgut [2] $50ᶿ. Subtotal = $43863.0. Total: $84559.5. PC 16 WBL=$315000 so 27% of PC WBL.

ECOLOGY
Environment any deep forest or unexplored area, around fierani forest, fangwood forest, verudan forest, forest of spirits, valashmai jungle, mwangi expanse.
Organization individual; stand 1d2+2 & 1d6+6 treants.
Treasure (equip about $85000).

In the first world there was less differentiation between plants, animals, magical beasts and such as creation was free, both deadly and whimsical with life abundant. Therndentro or more commonly Whompa hail from early creation and escaped the sealing of the first world and do not venerate any deities or eldest. They are a force of nature and diversity, favored by the first world, earth, and waters, having what we now call basic druidic abilities being a mix of monstrous humanoid with plant subtype, they gain half their racial HD in druid levels gaining spellcasting and druidic abilities but using HD for CstrLvl durations for spells and SLAs. Each whompa specializes in a few crafts and creates items for its tribe or circle of friends (the one described herein is an alchemist & glass blower). Due to their powerful nature at time they answer calls to act in cooperation with a deity sponsored action or circle of druids and actively oppose Treerazer’s attempts at expansion. Whompa cannot abide undead and destroy them once discovered.
Local kami, dryads, whompa, treant, arboreal fey, seelie thorns & briars, unseelie fungal ambassadors meet annually under a lotus tree before each spring to consult and trade along with the usual politics of gatherings. Whompa generally communicate with several friends monthly via animal messengers and may know a druidic circle within 50 miles.

Tactics 1) reconnaissance - gain knowledge of foes via spying in wildshape or via animals. 2) plan and rally - gather/recruit resources (bring out Nrrau) & prepare ambush (retreat) area (60*60ft) if needed with traps(2 pits CR1, 2 camouflaged pits CR3, 1 falling block trap CR5) & local swarms(wasp swarm), oozes(garden ooze, whip jelly, verdurous ooze in pit), burrowing animals and medium to large carnivores. 3) Engage - cast long dur defenses, tap innr beauty, scrolls with UMD, soften up spellcasters(arcane or divine) with stealthy animal distractions & poi arrows, then mop up martial types. 4) Execute plan - retreat into ambush area and start second round of flanking attack. 5) Withdraw & regroup. With non-hostile non-nature friendlies as 3) negotiate/intimidate & warn them off but have Execute retreat & ambush available.

=====
by Azothath
while I checked the monster statistics for CR 16, the effectiveness here may be CR 17-18. so many people don't like broccoli with cheese...
There's a dearth of powerful neutral sentient creatures just doing their own thing(not promoting Good or Evil etc) and I think they should be the biggest faction (to maintain moral/ethical balance) besides NPCs.
three new: fortified liquid glass (see Fortifying Stone $1000). Hardened Glass (masterwork & base wpn at same price forgoes fragile quality) could be tempered borsilicate glass. I also incorporated Alch Thunderstone effect onto an arrow, so one time alchemical effect upon impact.

see also
Monster: Giant Foaming Grasshopper Med vermin CR2
Monster: Barkgator Med animal(reptile) CR:1
Monster: Grave Sedge Mother Med plant CR:3 & link to regular grave-sedge CR:0.25.
Monster: Helminth Swarm Fine vermin(swarm) CR:3
Monster: Worm that Inhabits (Worm that Walks template) CR:15


This looks like you did a lot of work and effort. It's certainly a very powerful and well-designed creature that fills the role you wanted. I admit I have some trouble reading and parsing some of it. There's a lot of abbreviations I have to sit and ponder. I was looking over the Attacks and going, "He has how many hug attacks, Oh, that's 'Huge'! Would it have really been so hard to add the E's on there?".

Is First World (I assume that's what 'FW' stands for) Regeneration different from normal that it works at the end of the round (is that Initiative 0 or after the last creature takes their action or presumably just before the whompa's turn starts)? Or did you mean they heal at the end of their turn. I assumed Regen normally happens at the start of a creature's turn, unless they took damage that disabled it during the round.

I also note that Fire doesn't bypass their Regen, obviously it doesn't have to, it's your design, it just seems odd since they're otherwise vulnerable to fire. Seems they could lurk in a pool of water and be pretty much safe from anything by electricity (which would still have to pass their SR and Saves, and their Resist Energy spell from their scroll).

I also wonder why their Charisma bonus (specifically bonus is called out instead of mod/modifier, which I guess means penalties don't apply?) gets added to their Spell Resistance. I don't think that's normal. Obviously it can be if you wish it to be, but it kind of seems like if you want it higher, just make it higher and not have it linked to an ability and have to be adjusted if it changes (Their Charisma is listed as 18 (16) presumably because of their magic headband), so why not just set it at a higher base (8 or 9 + HD for example instead of base 5) and note there's a racial bonus of +x and not have GMs worry if they step in an AMF or lose the headband or something?

Other than that, for forum formatting, I might have used some Spoiler tags to set off sections, like Statistics, Attacks, Special Qualities, Gear and Equipment, and Description/Ecology to just help with reading and parsing it a bit.

Otherwise, this looks like a very impressive and dangerous creature to throw against parties in need of a fight that isn't reliant on a good or evil creature.


Pizza Lord wrote:

This looks like you did a lot of work and effort. It's certainly a very powerful and well-designed creature that fills the role you wanted. I admit I have some trouble reading and parsing some of it. There's a lot of abbreviations I have to sit and ponder. I was looking over the Attacks and going, "He has how many hug attacks, Oh, that's 'Huge'! Would it have really been so hard to add the E's on there?".

...

thanks

lol, normally I use abbreviations/superscripts to shorten line/text lengths and I do have a lot of personal ones. It comes from my science/math background and I tend to be rather explicit and specific.
I thought about removing the weapon sizes (as it's obvious) but then GMs that skim would think they're freely usable by the PCs...
Rule wise you'll see some extra clarifications in a rule rather than sweeping it under a carpet and just presenting a Big Number or result. I mentally choke when I see +24 natural armor coming out of the blue or a fine example like using stone walls(on your skin) for cover and not going into a bit more detail about the situation. While I tend to follow RAW this one is an outlier as it's a survivor from a time of chaos and throws a couple of surprises in for knowledge checks.
Regeneration is a good example of a Univ Mon Ability that needs more details as the variance is pretty large and like Fast Healing 5 it may just extend combat by a round, so for something awesome it needs extra words. I tacked on FW so I wouldn't step on the existing Regeneration but give GMs an opportunity to see my ideas on it in *this* specific instance. Is Regen 10 in the first world really better? No, lol, as creatures respawn there so it's just a bit of a combat kicker. The timing when Regen occurs is a tiny change as the end and start of a creature's round are practically the same but I am hinting that things could happen before then and to draw the curtain just before the start of the creature's round.
The Multiweapon Mastery (Ex) was the hardest part. I didn't want the Marlith's blank check or be bound by Two-wpn Fighting (it IS a Univ Mon Ability after all). Using two 2hnd wpns was a bit much so I compromised to the middle.
Tactically, I see a whompa using energy resist [fire]. Fire is a big thing for forest dwellers & plants. That said I didn't want the usual acid & fire thing or provide a spell user a way to plug their vulnerability. "Holy fire" or electricity filled that role and works in the environmental conditions where the creature could tactically hide. So it is a real vulnerability given the first regeneration condition. When a wizard magic jars a troll first thing is Prot Fire and Prot Acid.

For roles this is one of those that should have a sign on it's neck saying, "dangerous neutral, fight at your own risk" or "you have done Bad Things and here is your grouchy comeuppetance"(note the high sense motive). It is also a blended (tough) sentient with spell casting (technically Druidic abilities add +3 CR) but like dragons I prefer adding spell casting abilities or levels. For story/personality this one is a surly rough teddy bear but you could swap Diplo/Intmd and a few others to soften them up.


I want characterization to be organic, thus I built around the creature's skills. It's a very NPCish monster and so when a Home GM tweaks it to a Armorer & Weaponsmith, or Painter & Calligrapher the details of its gear/equipment should change. I also want a bit of scalability so GMs can do 8HD or 24HD and have some direction in the description.

In my Home Game I've toned down the Butcher's axe as it is out-of-design-parameters. I just didn't want to introduce that in a monster write-up as I stepped out of RAW in other places.


Spell resistance. You see "lower" at 6+HD, "greater" at 11+, some others at 12+.
At CR:16 you'd expect Wiz 13 so 1d20+13{+5 sure casting and/or +4 from two feats for +18 to +22} with 23 the average but overcoming 25 isn't hard.

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