I’ve been quite busy, especially with an expo. However, here’s my means of catching up on things. In fact, two critters popped out to me when I was combing through the Monstrous Compendiums for Planescape. Here are my takes on the Rast and the Bloodthorn. Enjoy!
Author’s Note: In which the author covers up his posterior by posting two new creatures.
Tough and wiry, the Bloodthorn grows in thick briars. On its faded and dull vines grow sickly looking leaves, as its gnarled arms seem to twist in unnatural and menacing ways. Among other things, one thing that the Bloodthorn prefers doing is wrapping and choking whatever gets too close. Its best lures are the oddly alluring berries that sometimes grow along the thorny vines.
Plane of Origin: Pandemonium – This thorny plant thrives in barren and horrific areas. The endless cavernous void of Pandemonium allowed for it to take over entire reaches without any competing vegetation. And thanks to barmy passersby, it has spread its influence to the Abyss and Carceri as well. Some more plant influenced fiends, with certain layers of the abyss, have taken to cultivating the wicked vine for their own use.
Large plant, neutral evil
Armor Class 13 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 0 ft. (stationary)
STR 15 (+2) DEX 7 (-2) CON 16 (+3) INT 5 (-3) WIS 12 (+1) CHA 4 (-3)
Saving Throws Dexterity +2, Charisma +1
Skills Perception +3
Senses Blindsight 60ft., passive Perception 13
Challenge 2 (450 XP)
Innocuous. While idle, the bloodthorn looks like an ordinary plant.
Painful Grasp. At the start of a grabbed creature’s turn, it takes an additional 2 (1d4) piercing damage.
Tough Grappler. Checks and saving throws against being grappled by the Bloodthorn are rolled with disadvantage.
Multiattack. The bloodthorn may attack up to six times per round, as long as it has a free arm.
Grabbing Vines. Melee Weapon Attack: +4 to hit, reach 10 ft., one target each. Hit: 4 (1d2 + 2). The target must also make a DC 13 Strength saving throw or be grappled by the Bloodthorn. The Bloodthorn is capable of grappling up to 6 targets at once, as it has six arms.
A rotund, hideous creature with a large maw and many little, spindly limbs. The Rast scuttles and hovers around the ashen wastes that it calls home, looking for its next meal. It loves to viciously dig into a foe with rapid precision, as its next extends to deliver a gruesome crunch. Its beady little red eyes pierce through the soot layer of ash upon the plane.
Plane of Origin: Quasielemental Plane of Ash – Creatures of ash and cinder, they are at home in the dim yet hot wasteland. While they can sustain themselves without food for a long time, they delight in any exotic meal entering their domain. However, should they not stay on the hunt, they will most likely starve in the long run. But, they aren’t against predating rast of other hunting packs. From birth of a large litter till eventual demise, the life of a rast is as harsh as the bleak realm they dwell upon.
Medium elemental (ash), neutral
Armor Class 15 (natural armor)
Hit Points 43 (5d8 + 20)
Speed 20 ft., Fly 40 ft.
STR 16 (+3) 14 (+2) CON 19 (+4) INT 3 (-4) WIS 11 (+1) CHA 7 (-2)
Skills Acrobatics +5, Athletics +6, Perception +4, Stealth +8
Damage Resistances poison
Damage Immunities cold, fire
Senses Darkvision 120 ft., passive Perception 14
Languages understands Primordial
Challenge 4 (1,100 XP)
Paralyzing Eyes. All creatures that start their turn or enter within 30 ft. of the Rast must make a DC 16 Wisdom saving throw. Upon failure, the target is paralyzed for up to 1 minute. Targets may try again at the start of their turn. Should they succeed, they are immune to this effect for up to 24 hours.
Multiattack. The Rast may attack with Limb Barrage up to three times per round. Alternatively, it may make a Limb Barrage and a Bite Attack during its turn instead.
Limb Barrage. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) piercing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. The target must also make a DC 14 Constitution saving throw. Upon failure, they take an additional 7 (2d6) piercing damage at the start of their next turn, as the deep crunch is causing them to bleed out. This continues until the target succeeds a saving throw at the end of their turn.
IMAGE SOURCE: Richard O’Brien – Rocky Horror Picture Show; Tony Di’Terlizzi – Bloodthorn; TSR Inc. – Rast