2024-11-03

Fantasy Monster: Treeraffe

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Treeraffe

A very tall creature looking like a cross between a giraffe and a palm tree.

CR 6; XP 2,400
N Large Plant
Init +2; Senses far vision, low-light vision; Perception +15

Defense
AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
hp 75 (10d8+30)
Fort +10; Ref +5; Will +5; +4 vs. being knocked prone
DR 2/slashing; Immune plant traits

Offense
Speed 50 ft.
Melee 2 slams +10 (1d6+4)
Ranged coconut +10 touch (2d6 plus 2 splash)
Space 10 ft.; Reach 5 ft.
Special Attacks throw coconuts

Statistics
Str 18, Dex 15, Con 16, Int 2, Wis 14, Cha 7
Base Atk +7; CMB +12; CMD 24 (32 vs trip)
Feats Acrobatic Steps, Nimble Moves, Run, Throw Anything, Weapon Focus (coconut)
Skills Perception +15
SQ long legs

Ecology
Environment plains and forests
Organization solitary, pair, or herd (5–10)
Treasure standard

Special Abilities

Far Vision (Ex) A treeraffe extreme height lets it notice objects and creatures from faraway. Its visual Perception checks increase DC by 1 per 100 feet of distance, and it ignores range penalties to its throw coconut attacks.

Long Legs (Ex) A treeraffe can move through spaces occupied by Medium or Smaller creatures, though it provokes attacks for doing so. It can walk through water 15 feet deep without having to swim or hold breath (though it moves at half speed when doing so, and can't run or charge through water deeper than 5 feet). They are also surprisingly stable, gaining additional +4 bonus to CMD against trip attempts, and saving throws against effects that would knock them down.

Throw Coconuts (Ex) A treeraffe grows many small but hard coconuts on its leafy head-crown. It can shake its head in a way that causes one or more of those coconuts to fall off and land on enemies with a surprising accuracy. Each coconut dropped counts as thrown splash attack—though it doesn't provoke attacks of opportunity—with the usual 20 ft. range increment dealing 2d6 points of bludgeoning damage on a direct hit, and 2 points of piercing damage in a 5-ft. splash. When taking a full attack action, a treeraffe can either throw one coconut in addition to making its two slam attacks, or throw up to three coconuts at different targets.


Treeraffes are motile plants that can be confused with giraffes from a distance, especially when sharing habitats with them. They seem to be a four-legged palm trees roaming grassy plains and sparse forests, either alone, or in small groups. While they might look like they are foraging through the day, they are actually seeking water, and patches of particularly fertile soil to root for the night.

As plant creatures, they are often at odds with herbivore animals and beasts, including giraffes that they resemble, but they often peacefully coexist with carnivores, birds, many vermin, and some small primates that travel on them between groves, and patches of suitable woodlands. They also seem to carry windborne seeds or even occasional saplings of other plants with them.

A few nomadic tribes discovered how to tame treeraffes, using them as beasts of burden—while they require far more effort to load or unload than horses, donkeys, or camels, they are much safer from predator attacks. Particularly old and big treeraffes (with giant template added once, or twice) can even carry small huts build around their torsos.


Giant Treeraffe (CR 7) has AC 20 (+1 Dex, +11 natural, –2 size), 95 hp, Fort +12, Ref +4, DR 3/slashing. Atk slam +11 (1d8+6), coconut +8 (3d6 plus 3 splash), CMB +15, CMD 26 (34 vs. trip).

Elder Treeraffe (CR 8) has AC 20 (+14 natural, –4 size), 115 hp, Fort +14, Ref +3, DR 5/slashing; Atk slam +11 (2d6+8), coconut +5 (4d6 plus 4 splash, 10 ft.), CMB +19, CMD 29 (37 vs. trip).

*Both retain their Acrobatic Step and Nimble Moves due to their long legs, despite technically not meeting Dexterity requirement.


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