Dungeons and Dragons Mu Spore 3.5 PBP RPG

Sun, 16th December, 2018 - 11:56 pm GMT
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Mu Spore

Mu Spore

Colossal Plant

Hit Dice:

35d8+315 (472 hp)

Initiative:

+5 (-3 Dex, +8 Superior Initiative)

Speed:

40 ft.

Armor Class:

27 (-3 Dex, -8 size, +28 natural), touch -1, flat-footed 27

Base Attack/Grapple:

+26/+55

Attack:

Tendril +31 (2d6+13/19-20) melee

Full Attack:

4 tendrils +31 (2d6+13/19-20) melee, 1 bite +26 (4d6+6/19-20) melee

Space/Reach:

30 ft./30 ft.

Special Attacks:

Spore cough, improved grab, swallow whole

Special Qualities:

Acid resistance 20, blindsight 210 ft., damage reduction 10/epic, fast healing 10, plant traits, sticky

Saves:

Fort +28, Ref +8, Will +20

Abilities:

Str 36, Dex 5, Con 29, Int 18, Wis 28, Cha 28

Skills:

Bluff +47, Diplomacy +13, Gather Information +13, Hide +35, Intimidate +13, Jump +13, Knowledge (local, nature) +42, Listen +47, Spot +47

Feats:

Cleave, Great Cleave, Improved Critical (bite), Improved Critical (tendril), Improved initiative, Lightning Reflexes, Power Attack

Epic Feats:

Epic Reflexes, Epic Toughness (x3), Superior Initiative

Environment:

Any

Organization:

Solitary, pair, or polyp (3-7)

Challenge Rating:

21

Treasure:

Standard

Alignment:

Usually chaotic neutral

Advancement:

36+ HD (Colossal)

Mu spores speak Common and Terran.

A mu spore's natural weapons are treated as epic for the purpose of overcoming damage reduction.

Combat

Spore Cough (Su): Once every 1d4 rounds a mu spore can release a cloud of burrowing spores. This spore cough is treated as a 100-foot-cone breath weapon. The burrowing spores deal 20d8 points of Damage to all creatures and structures in the area, or half Damage to any creatures that make a Reflex save (DC 36). The DC is Charisma-based.

Improved Grab (Ex): If a mu spore hits with a tendril, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Improved grab works only against Gargantuan and smaller opponents. The mu spore has the option to conduct the grapple normally, transfer the victim to its mouth as a free action, or simply use its tendril to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals the Damage given for the tendril.

Swallow Whole (Ex): If the mu spore begins its turn with an opponent held in its mouth, it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey and the opponent takes bite Damage. A swallowed creature takes the twice the Damage given for the mu spore's bite every round. A swallowed creature is considered grappled, while the creature that did the swallowing is not. A swallowed creature can try to cut its way free with any light piercing or slashing weapon, if it can deal 33 points of Damage in this fashion, or it can just try to escape the grapple. If the swallowed creature chooses the latter course, success puts it back in the mu spore's mouth, where it may be bitten or swallowed again.

Sticky (Ex): Sticky tendrils cover a mu spore, many more than the four main tendrils it uses for combat. Any creature that touches or successfully attacks a mu spore with a melee weapon is subject to a free improved grab check by the mu spore, as if the mu spore had success-fully attacked the creature with a tendril. A creature wielding a melee weapon must immediately relinquish its grip on its weapon, or proceed with the grapple check. If the subject relinquishes its grip on its weapon, the weapon is swallowed the following round. Creatures who attack the mu spore in melee without a weapon they can release (such as those with natural attacks only) do not have this option.

Plant Traits: Immune to poison, sleep, paralysis, stunning, and polymorphing; not subject to critical hits or mind-affecting effects.


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Constructive feedback, however I think you are mixing your experience in ROK II with the other Role-playing Games here that this Thread covers. This Thread is about Members who have to create a character for a Member managed Role-playing Game, be accepted into their group and then play. The main problem was the serious lack of communication between the new Player and those current in the game. Thus, this was another Thread to encourage Dungeon Masters / Game Masters / Players to understand that they are part of a Community. Therefore, when a Player joins their game, the way they react to it reflects on the Community.

This will not matter anymore because we are phasing out inviting or having Members being Dungeon Masters / Game Masters running games in their format. There will be just one system of play that does not focus on them but on the game itself. Yes, people will be given the opportunity to run games in the future but it will be done in a way that is accepting, open and easy to implement. Additionally, should a Player not find a current game not fulfilling their needs they can opt out of the game into another or back to the solo system with a few clicks.

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