Crawlnest (3.5e Monster)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Eiji-kun (talk)
Date Created: 10-30-21
Status: Complete
Editing: Clarity edits only please
 Ratings for this homebrew:
Average:
NA
/ 4

 1 users favored it (4/4).
 0 users liked it (3/4).
 0 were neutral on it (2/4).
 0 users disliked it (1/4).
 0 users opposed it (0/4).

RatingPending.png
Rate this article
Discuss this article


Crawlnest
Size/Type: Small Plant
Hit Dice: 4d8+12 (30 hp)
Initiative: +4
Speed: 15 ft, climb 15 ft
Armor Class: 17 (+6 natural, +1 size), touch 11, flat-footed 17
Base Attack/Grapple: +3/+0
Attack: Slam +5 melee (1d4+1, 20/x2) or Binding +4 ranged touch
Full Attack: Slam +5 melee (1d4+1, 20/x2) or Binding +4 ranged touch
Space/Reach: 5 ft/5 ft
Special Attacks: Binding, Summon Swarm
Special Qualities: Low-Light Vision, Plant Traits, Resist Cold/Electricity/Fire 5, Root
Saves: Fort +7, Ref +1, Will +2
Abilities: Str 13, Dex 10, Con 16, Int 2, Wis 12, Cha 3
Skills: Climb +9, Listen +3, Spot +3, Survival +8
Feats: Alertness, Improved Initiative
Environment: Any
Organization: Solitary or Cluster (3-12)
Challenge Rating: 3
Treasure: Half Standard
Alignment: Always True Neutral
Advancement: 5-8 HD (Small), 9-12 HD (Medium), 13-16 HD (Large), 17-20 HD (Huge)
Level Adjustment:


The wasp nest was intimidating enough, when it started to move upon six stubby legs and buzzing aggressively.

Living nests for insects, these creatures are usually rooted in place somewhere safe and well hidden as any normal insect nest, be it wasp, bee, or even rarely ground-only vermin like ants. Its body is composed largely of the paper, wax, mud, and other products normally associated with these nests mixed with an ooze-like resin the crawlnest naturally produces. The mobility of the creature comes from a starfish like "foot" on the bottom which can move, climb, and crawl to various spots and anchor down. Small eyespots dot its edge, and sometimes through the nest itself. It seems to be interested in preserving the nests it becomes linked to: The insects provide protection, while the mobility of the crawlnest benefits the insects when they need to move and through providing temperature regulation and protection. Insects and crawlnests seem to have a natural chemical communication between the two.

It is believed crawlnests are not natural, but were engineered for some purpose by unnamed masters of spellcraft. To what end they serve is unknown.

Combat[edit]

A crawlnest seeks to avoid combat directly. Rather, it antagonizes its swarms to attack, while it moves to a safer location. It uses its binding ability if the swarms are winning and it desires to destroy a fleeing foe, or to hamper pursuit. The CR of the swarms is not added to the CR of the crawlnest, and larger crawlnests might contain multiple swarms of multiple types. While vulnerable to physical attacks, its shell proves more durable to the elements than a traditional nest.

Binding (Ex): The crawlnest can fire a sticky substance out to 30 ft, identical in properties to a tanglefoot bag. It may do this once every 1d4 rounds.

Immunities: As a plant it is immune to critical hits and sneak attacks, mind-affecting abilities, poison, sleep effects, paralysis, polymorph, and stunning effects.

Summon Swarm (Ex): Crawlnests all come paired with at least one other creature of the [Swarm] subtype, though by default it is assumed to contain one locust swarm. As a standard action it releases it in any adjacent square. The swarm can re-enter the crawlnest as a move action, and while inside the nest it regenerates 1 hp a round and has total cover. However if the crawlnest is killed, damage over the killing amount is transferred to the swarm.

Even if its swarm dies, enough eggs remain in the nest for a new swarm to manifest within 1d4 days so long as the nest survives.

Root (Ex): The crawlnest can anchor itself to a surface as a full round action extending roots into the ground and sticky substances as glue. In this state it cannot move, gains +20 against any force that would move or trip them, and begin to regenerate damage so long as they are planted in soil, sand, or rock. They heal 1 hp a minute, and can use a standard action to heal itself 1d4 points immediately. It sometimes does this while it is in danger.



Back to Main Page3.5e HomebrewMonsters


Eiji-kun's Homebrew (5656 Articles)
Eiji-kunv
AlignmentAlways True Neutral +
AuthorEiji-kun +
Challenge Rating3 +
EnvironmentAny +
Identifier3.5e Monster +
Level Adjustment+
Rated ByThe bluez in the dungeon +
RatingRating Pending +
SizeSmall +
TitleCrawlnest +
TypePlant +