The base creature needs to be useful in its own right, able to inflict non-trivial damage so as to make its Animated Leaf Swarm useful, while also being able to take a decent hit. It also needs to be stupid, as the Githzerai don't want sentient servitors.

So what about using a Hippogriff? It's something we should already have access to for Forge purposes, it's Large-sized and thus capable of serving as a flying mount for the Medium-sized Githzerai, and it's only CR 2. If we apply the Fungal template it gets a nice Strength and Constitution bonus, along with some other useful abilities, while also becoming a Plant-creature and eligible for the Bladeleaf Creature template. That adds up to just CR 4, which we can grow in the Fungal Forge for just 600 IM each or just 9 HD in corpses.
 
The base creature needs to be useful in its own right, able to inflict non-trivial damage so as to make its Animated Leaf Swarm useful, while also being able to take a decent hit. It also needs to be stupid, as the Githzerai don't want sentient servitors.

So what about using a Hippogriff? It's something we should already have access to for Forge purposes, it's Large-sized and thus capable of serving as a flying mount for the Medium-sized Githzerai, and it's only CR 2. If we apply the Fungal template it gets a nice Strength and Constitution bonus, along with some other useful abilities, while also becoming a Plant-creature and eligible for the Bladeleaf Creature template. That adds up to just CR 4, which we can grow in the Fungal Forge for just 600 IM each or just 9 HD in corpses.
Nice but dont like Fungal Creature for it though. Would Plantblooded Creature not be as good?
 
Nice but dont like Fungal Creature for it though. Would Plantblooded Creature not be as good?
There aren't many templates that actually make a base creature into a Plant. Fungal, Plantblood, and Plant-Imbued are the only ones, I think. Plant-Imbued is the best of the three, but it makes the creature sentient, which the Githzerai don't want. Plantblood would work, but it's kinda weak in that it doesn't give much for a +1 CR increase, and the creature doesn't even get full Plant immunities, which normally include immunity to Mind-Affecting effects, a big selling point when combating the Deep Ones.

Well, there is Pod-spawned, too, but that's a special case and not really applicable.
 
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There aren't many templates that actually make a base creature into a Plant. Fungal, Plantblood, and Plant-Imbued are the only ones, I think. Plantblood isn't as good as Fungal, while Plant-Imbued is much better, but it also makes the creature sentient.

Well, there is Pod-spawned, too, but that's a special case and not really applicable.
Hmmm probably, just think poisonous mounts is a bit odd is all. But I guess it would be optimal. Feels like Plantblood would fit Bladeleaf more than Fungal is all. (Just the mental image of leafy Fungus stuff rooting into animals. Brrrh!)

Anyway you've got my vote.

But say does Limbo even have Moist Soil or Sunlight that would count to nourish either template?
 
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Something that might serve as a long distance engine would be of use for a beginning. We are not the most skilled of engineers and not many choose to be archers."

Still need a long distance transporter, there are those Planeshifting whales I can't recall the name of, maybe we can make a version of that with the Jesulan ability.

For the archer/ranged component we could likely split that into a few types.

Harriers: Quick and agile creatures to harass the enemy with constant fire, perhaps incorporating poison etc to allow them to hit harder.

Bombardier: Less frequent, harder hitting and potentially aoe.

Fighter: Something to protect the other air forces while in flight.
 
There aren't many templates that actually make a base creature into a Plant. Fungal, Plantblood, and Plant-Imbued are the only ones, I think. Plant-Imbued is the best of the three, but it makes the creature sentient, which the Githzerai don't want. Plantblood would work, but it's kinda weak in that it doesn't give much for a +1 CR increase, and the creature doesn't even get full Plant immunities, which normally include immunity to Mind-Affecting effects, a big selling point when combating the Deep Ones.

Well, there is Pod-spawned, too, but that's a special case and not really applicable.

Making no judgement on how good they are at the moment, but these also change type to Plant.

Fungoid

Thorny

Bramble

Greenbound

Wood Element

There are others lik Yellow Musk Zombie and Blightspawned that aren't even worth discussing though.
 
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Making no judgement on how good they are at the moment, but these also change type to Plant.

Fungoid

Thorny

Bramble

Greenbound

Wood Element

There are others lik Yellow Musk Zombie and Blightspawned that aren't even worth discussing though.
Lots of good stuff there. Thanks for bringing those to my attention. I had forgotten a couple of those and never seen the rest.

Greenbound looks pretty snazzy and would complement Bladeleaf very well, but would raise them to CR 5. They wouldn't be super expensive, but it's still a pretty significant investment for a creature with just 3 HD. It's also a very powerful template for only a +2 CR adjustment.

Maybe offer two variants, a CR 4 Fungal Bladeleaf Hippogriff and a Greenbound Bladeleaf Hippogriff?
 
Lots of good stuff there. Thanks for bringing those to my attention. I had forgotten a couple of those and never seen the rest.

Greenbound looks pretty snazzy and would complement Bladeleaf very well, but would raise them to CR 5. They wouldn't be super expensive, but it's still a pretty significant investment for a creature with just 3 HD. It's also a very powerful template for only a +2 CR adjustment.

Maybe offer two variants, a CR 4 Fungal Bladeleaf Hippogriff and a Greenbound Bladeleaf Hippogriff?

No worries, in relation to the below they would function as fighters.

I think we should make something with the Bramble Grenade ability for the Bombardier aoe class.

For Harriers I've been musing about some kind of Plant Sparrow, Fine sized, AC 24 with 50ft fly speed. Before templates it should be CR1/8 meaning we can stack economically.

How would you go about adding a high volume/frequency ranged attack routine though? I need to look at non-plant templates for this I think.

Still need a long distance transporter, there are those Planeshifting whales I can't recall the name of, maybe we can make a version of that with the Jesulan ability.

For the archer/ranged component we could likely split that into a few types.

Harriers: Quick and agile creatures to harass the enemy with constant fire, perhaps incorporating poison etc to allow them to hit harder.

Bombardier: Less frequent, harder hitting and potentially aoe.

Fighter: Something to protect the other air forces while in flight.


Something I've considered for the Neck but can't figure out how to justify in other regions/environments.

What did you have in mind?
 
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Something I've considered for the Neck but can't figure out how to justify in other regions/environments.

What did you have in mind?

It looked good for entangling and being a general nuisance as we'll as turning whatever monster into a plant. There was no other consideration really. It was just there to be put on a really annoying creature tbh.
 
You know if we had Symbionts we could just give them Pod Cannons. Any chance to research them?

Well either that or go full Plants vs Zombies invent Flower Cannons. Those should sell like hot cakes.
I was wondering if we would ever get around to designing something akin to guns for the legion, do you think we could use these or something similar to make an alternative to crossbows?

Alternatively I was thinking we could try to downsize the weapons of the Wyvern's although im not sure how viable that would be.

Also had this neat idea where instead of a flamethrower we have a soldier using a weapon that fires a stream of super heated steam, like the steam projector on the Moonchaser only it's meant to be wielded by an average soldier, again not sure how viable that would be.
would the bottom two be researchable or no?
 
Here's what I've got so far, ya'll. Feel free to come up with additional options. I'll add them to my plan. Just do a write up and link the templates, please, though you don't have to put together a stat sheet for them like I did (/nerd flex). I don't intend to make a profit off of these, unless ya'll want to do otherwise, so the prices I've set below are our costs. The more we sell them, the better off they will be, and the more likely they will be in a position to help us. There's also a good chance that anything we sell them will in turn be used by them to aid us when we move against the Deep Ones.

[X] Although the possibilities are nearly limitless, depending on the Githerzai's needs, we believe the following may be suitable for Rondar's first request:
-[X] Razorspore Hippogriff (Fungal Bladeleaf Hippogriff) - CR 4 (600 IM each)
--[X] A sturdy, agile flying mount that can shrug off many forms of attack, heal from almost any non-fatal wound, and simply ignores the Mind-Affecting powers so often employed by the Deep Ones, Razorspore Hippogriffs are capable melee combatants but are also able to engage enemies at fairly long range with their Bladeleaf Swarms and can even employ a poisonous spore breath weapon at close range.
-[X] Razorleaf Hippogriff (Greenbound Bladeleaf Hippogriff) - CR 5 (900 IM each)
--[X] Razorleaf Hippogriffs are much like the Razorspore Hippogriff, but they are even more resilient, slightly faster and stronger, and have access to a small handful of useful spell-like abilities.
-[X] Razortail Ankylosaurus (Dire Fungal Bladeleaf* Ankylosaurus) - CR 10 (4,800 IM each)
--[X] Living behemoths, each massive Razortail Ankylosaurus is capable of absorbing and dealing a huge amount of punishment. Not only can they trample their foes into the ground and slash them to bloody ribbons with their razorleaf studded armor, they can also employ the unique magic focused into their bony tails to launch long-range razorleaf attacks capable of shredding all but the most resilient of foes.

-[X] NOTE: Assuming no one has a problem with it, I've removed the Immunity to Cold, Fire, and Electricity from the creatures I cooked up using the Bladeleaf Creature template. The immunities are nice, of course, but they're a bit much for a +1 CR template.
-[X] We would be willing to trade our Forge services to offset the cost of our latest commissions.


Fungal Bladeleaf Hippogriff CR 4
N Large Plant (augmented)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Spot +9

DEFENSE
AC 25, touch 11, flat-footed 23 (+1 Dex, +1 dodge, +14 natural, –1 size)
HP 28 (3d8+12)
Fort +7, Ref +4, Will +2
Defensive Abilities: Damage Reduction 5/Slashing & Magic & Cold Iron, Fast Healing 5, Plant Traits, Resist Cold & Electricity 10, Immune: Disease

OFFENSE
Speed 30 ft., fly 90 ft. (average)
Melee bite +6 (1d6+4), 2 claws +6 (1d4+4); +1d6 (Sundering Storm; see below)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 19, Dex 13, Con 18, Int 2, Wis 12, Cha 9
Base Atk +3
Feats Dodge, Wingover
Skills Fly +4, Spot +9; Racial Modifiers +4 Spot

Plant Immunities (Ex): Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to paralysis, poison, polymorph, sleep effects, and stunning.

Poison Spore Cloud (Ex): Once per day, a Razorspore Hippogriff can exhale a choking cloud of spores in a 30-foot cone that lingers in the air for 10 rounds. This cloud functions as an inhaled poison. Any breathing creature in the cloud must succeed at a Fortitude save or inhale the spores. A creature that remains in the area of the spore cloud must continue to attempt Fortitude saves against its effects. Multiple spore clouds from multiple Razorspore Hippogriffs require multiple saves from any creature in an area where the clouds overlap.
  • Fungal Spores: Poison—inhaled; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Constitution damage and fatigued for 1 minute; cure 2 saves.
Poisonous Blood (Ex): A Razorspore Hippogriff's blood and flesh are ingested poisons. Any creature that makes a bite attack against a Fungal Bladeleaf Hippogriff, swallows one whole, or otherwise ingests part of one must succeed at a Fortitude save or be afflicted by the poison.
  • A Razorspore Hippogriff's blood can be used as an ingested poison that functions as described above. However, its blood has a distinctive and largely unwelcome smell and taste, so most intelligent creatures would refuse to eat food tainted with it unless the taste was thoroughly disguised (which requires a successful DC 15 Profession [cook] check). The Fungal Bladeleaf Hippogriff must suffer at least 1 point of damage to get a full dose of poison, and the drawn blood (or amputated flesh) retains its poisonous nature for only 24 hours unless additional living fungal blood is mixed into it.
  • Fungal Blood or Flesh: Poison—ingested; save Fort DC 19; frequency 1/minute for 6 minutes; effect 1 Str damage, 1 Dex damage, and nauseated for 1 minute; cure 2 saves.
Fungal Metabolism (Ex): Razorspore Hippogriffs breathe, but they do not eat or sleep in the typical manner.

Animate Leaves (Su): Razorspore Hippogriff can shed its leaves as a standard action. When shed, the leaves often change to autumn colors and become hard and sharp as steel, animated into a swarm by the will of the Razorspore Hippogriff. The animated leaves are treated as a swarm (see below). If the swarm is destroyed, the Razorspore Hippogriff can completely re-grow all its lost leaves in 1 minute. The Razorspore Hippogriff may reattach these shed leaves as a standard action, in which case they return to their normal color and texture. The Razorspore Hippogriff controls the swarm as a free action and can maneuver it out to a distance of 300 ft. Animated leaves create the statblock below.

Sundering Storm (Su): A Razorspore Hippogriff that has not shed its leaves deals +1d6 slashing damage in addition to damage dealt on a successful hit in melee. Those affected by the animated leaves swarm attack must also succeed on a Reflex save (DC 15) or any unsheathed non-cold iron manufactured weapon they carry suffers the swarm damage as well. Creatures that hit a Razorspore Hippogriff with a melee attack must make the same Reflex save or suffer 1d6 + 4 (the Razorspore Hippogriff's Con modifier) damage unless they are using a reach and/or cold iron weapon.

N Fine plant (swarm)
Init +1; Senses low-light vision; Perception +9

AC 25, touch 19, flat-footed 24 (+1 Dex, +6 natural armor, +8 size)
hp 14 HP
Fort +7, Ref +4, Will +2
Defensive Abilities plant and swarm traits;
Resist Cold & Electricity 10, Immune to weapon damage

Speed 90 ft. fly (perfect)
Melee swarm (1d6+4, plus bleed and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks bleed (half swarm damage), distraction (DC 16), sundering storm

Str 1, Dex 13, Con 19, Int 2, Wis 12, Cha 9
Base Atk +3

Sundering Storm (Su): Those affected by the animated leaves swarm attack must also succeed on a Reflex save (DC 15) or any unsheathed non-cold iron manufactured weapon they carry suffers the swarm damage as well. Creatures that hit a bladeleaf creature with a melee attack must make the same Reflex save or suffer 1d6 + 4 (the bladeleaf's Con modifier) damage unless they are using a reach and/or cold iron weapon.
Greenbound Bladeleaf Hippogriff CR 5
N Large Plant (augmented)
Init +3; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft., scent; Spot +9

DEFENSE
AC 31, touch 13, flat-footed 27 (+3 Dex, +1 dodge, +18 natural, –1 size)
HP 28 (3d8+12)
Fort +7, Ref +6, Will +2
Defensive Abilities: Damage Reduction 10/Slashing & Magic & Cold Iron, Fast Healing 5, Plant Traits, Resist Cold & Electricity 10

OFFENSE
Speed 40 ft., fly 100 ft. (average)
Melee bite +7 (1d6+5), 2 claws +7 (1d4+5) OR slam (1d8+5); +1d6 (Sundering Storm; see below)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 21, Dex 17, Con 18, Int 2, Wis 12, Cha 13
Base Atk +3
Feats Dodge, Wingover
Skills Fly +6, Spot +9; Racial Modifiers +4 Spot, +16 Hide & Move Silently in forested areas

Plant Immunities (Ex): Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to paralysis, poison, polymorph, sleep effects, and stunning.

Spell-like Abilities (Sp): 3rd Caster Level: At-Will: Entangle (DC 12), Pass Without Trace, Speak with Plants, 1/Day: Wall of Thorns

Animate Leaves (Su): A Razorleaf Hippogriff can shed its leaves as a standard action. When shed, the leaves often change to autumn colors and become hard and sharp as steel, animated into a swarm by the will of the Razorleaf Hippogriff. The animated leaves are treated as a swarm (see below). If the swarm is destroyed, the Razorleaf Hippogriff can completely re-grow all its lost leaves in 1 minute. The Razorleaf Hippogriff may reattach these shed leaves as a standard action, in which case they return to their normal color and texture. The Razorleaf Hippogriff controls the swarm as a free action and can maneuver it out to a distance of 300 ft. Animated leaves create the statblock below.

Sundering Storm (Su): A Razorleaf Hippogriff creature that has not shed its leaves deals +1d6 slashing damage in addition to damage dealt on a successful hit in melee. Those affected by the animated leaves swarm attack must also succeed on a Reflex save (DC 15) or any unsheathed non-cold iron manufactured weapon they carry suffers the swarm damage as well. Creatures that hit a Razorleaf Hippogriff with a melee attack must make the same Reflex save or suffer 1d6 + 4 (the Razorleaf Hippogriff's Con modifier) damage unless they are using a reach and/or cold iron weapon.

N Fine plant (swarm)
Init +3; Senses low-light vision; Perception +9

AC 31, touch 21, flat-footed 28 (+3 Dex, +10 natural armor, +8 size)
hp 14 HP
Fort +7, Ref +6 Will +2
Defensive Abilities plant and swarm traits; Immune to weapon damage, Resist Cold & Electricity 10

Speed 90 ft. fly (perfect)
Melee swarm (1d6+5, plus bleed and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks bleed (half swarm damage), distraction (DC 16), sundering storm

Str 1, Dex 17, Con 19, Int 2, Wis 12, Cha 9
Base Atk +3;

Sundering Storm (Su): Those affected by the animated leaves swarm attack must also succeed on a Reflex save (DC 15) or any unsheathed non-cold iron manufactured weapon they carry suffers the swarm damage as well. Creatures that hit a bladeleaf creature with a melee attack must make the same Reflex save or suffer 1d6 + 4 (the bladeleaf's Con modifier) damage unless they are using a reach and/or cold iron weapon.
Dire Fungal Bladeleaf* Ankylosaurus (*Modified) CR 10
N Gargantuan Plant (augmented)
Init -1; Senses darkvision 60 ft., low-light vision, scent; Spot +19

DEFENSE
AC
36, touch 5, flat-footed 36 (-1 Dex, +31 natural, -4 size)
HP 275 (20d8+180)
Fort +25, Ref +15, Will +9
Defensive Abilities: Damage Reduction 10/Slashing & Magic & Cold Iron, Fast Healing 10, Plant Traits, Immune to Disease

OFFENSE
Speed
30 ft.
Melee tail +30 (3d8+2d6+21 plus Stun)
Space 20 ft.; Reach 15 ft. (20 ft. with tail)
Special Attack Razorleaf Bombard

STATISTICS
Str
39, Dex 8, Con 29, Int 2, Wis 17, Cha 12
Base Atk +15
Feats Ability Focus (Razorleaf Burst), Ability Focus (Stun), Great Fortitude, Improved Bull Rush, Improved Overrun, Lightning Reflexes, Power Attack, Weapon Focus (tail)
Skills Spot +19

Plant Immunities (Ex): Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to paralysis, poison, polymorph, sleep effects, and stunning.

Stun (Ex): The Razortail Ankylosaurus' tail can deliver a powerful, stunning blow. A creature struck by this attack must make a DC 36 Fortitude save or be Dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead Stunned for 1d4 rounds. The save DC is Strength-based.

Poisonous Blood (Ex): A Razortail's blood and flesh are ingested poisons. Any creature that makes a bite attack against a Razortail, swallows one whole, or otherwise ingests part of one must succeed at a Fortitude save or be afflicted by the poison.
  • A Razortail's blood can be used as an ingested poison that functions as described above. However, its blood has a distinctive and largely unwelcome smell and taste, so most intelligent creatures would refuse to eat food tainted with it unless the taste was thoroughly disguised (which requires a successful DC 15 Profession [cook] check). The Razortail must suffer at least 1 point of damage to get a full dose of poison, and the drawn blood (or amputated flesh) retains its poisonous nature for only 24 hours unless additional living fungal blood is mixed into it.
  • Fungal Blood or Flesh: Poison—ingested; save Fort DC 29; frequency 1/minute for 6 minutes; effect 1 Str damage, 1 Dex damage, and nauseated for 1 minute; cure 2 saves.
Fungal Metabolism (Ex): Razortails breathe, but they do not eat or sleep in the typical manner.

Sundering Armor (Su): A Razortail Ankylosaurus deals +2d6 slashing damage in addition to damage dealt on a successful hit in melee. Creatures that hit a Razortail Ankylosaurus with a melee attack must make a DC 20 Reflex save or suffer 1d6+9 (CON modifier) damage unless they are using a reach and/or cold iron weapon.

Razorleaf Bombard (Su): The Razortail Ankylosaurus can launch from its razorleaf-studded tail a churning bundle of leaves and poisonous slores which travels up to 1,000 feet with unerring accuracy. Upon striking a target, the bundle explodes into a 20 ft. radius cloud of slashing leaves which inflicts 15d6 damage (damage-type is Slashing and counts as Magic, Cold Iron, Silver, and Adamantine for the purposes of overcoming Damage Reduction) to everything within the area (Reflex DC 31 halves damage) and expose those damaged by it to the Razortail's poisonous spores (see below). The Razortail Ankylosaurus can use this ability as often as once per minute, but no more than three times per hour.
  • Fungal Spores: Poison—injury; save Fort DC 29; frequency 1/round for 6 rounds; effect 1d2 Constitution damage and fatigued for 1 minute; cure 2 saves.
 
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I was wondering if we would ever get around to designing something akin to guns for the legion, do you think we could use these or something similar to make an alternative to crossbows?

Alternatively I was thinking we could try to downsize the weapons of the Wyvern's although im not sure how viable that would be.

Also had this neat idea where instead of a flamethrower we have a soldier using a weapon that fires a stream of super heated steam, like the steam projector on the Moonchaser only it's meant to be wielded by an average soldier, again not sure how viable that would be.
would the bottom two be researchable or no?
The closest we have right now are the Launchers, which are also used in the Wyverns, but at a much lower caster level than those.

Launcher:
  • Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
 
Here's what I've got so far, ya'll. Feel free to come up with additional options. I'll add them to my plan. Just do a write up and link the templates, please, though you don't have to put together a stat sheet for them like I did (/nerd flex). I don't intend to make a profit off of these, unless ya'll want to do otherwise, so the prices I've set below are our costs. The more we sell them, the better off they will be, and the more likely they will be in a position to help us. There's also a good chance that anything we sell them will in turn be used by them to aid us when we move against the Deep Ones.

[X] Although the possibilities are nearly limitless, depending on the Githerzai's needs, we believe the following may be suitable for Rondar's first request:
-[X] Razorspore Hippogriff (Fungal Bladeleaf Hippogriff) - CR 4 (600 IM each)
--[X] A sturdy, agile flying mount that can shrug off many forms of attack, heal from almost any non-fatal wound, and simply ignores the Mind-Affecting powers so often employed by the Deep Ones, Razorspore Hippogriffs are capable melee combatants but are also able to engage enemies at fairly long range with their Bladeleaf Swarms and can even employ a poisonous spore breath weapon at close range.
-[X] Razorleaf Hippogriff (Greenbound Bladeleaf Hippogriff) - CR 5 (900 IM each)
--[X] Razorleaf Hippogriffs are much like the Razorspore Hippogriff, but they are even more resilient, slightly faster and stronger, and have access to a small handful of useful spell-like abilities.


Fungal Bladeleaf Hippogriff CR 4
N Large Plant (augmented)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Spot +9

DEFENSE
AC 25, touch 11, flat-footed 23 (+1 Dex, +1 dodge, +14 natural, –1 size)
HP 28 (3d8+12)
Fort +7, Ref +4, Will +2
Defensive Abilities: Damage Reduction 5/Slashing & Magic & Cold Iron, Fast Healing 5, Plant Traits, Immune: Disease, Cold, Electricity, Fire

OFFENSE
Speed 30 ft., fly 90 ft. (average)
Melee bite +6 (1d6+4), 2 claws +6 (1d4+4); +1d6 (Sundering Storm; see below)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 19, Dex 13, Con 18, Int 2, Wis 12, Cha 9
Base Atk +3
Feats Dodge, Wingover
Skills Fly +4, Spot +9; Racial Modifiers +4 Spot

Plant Immunities (Ex): Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to paralysis, poison, polymorph, sleep effects, and stunning.

Poison Spore Cloud (Ex): Once per day, a Razorspore Hippogriff can exhale a choking cloud of spores in a 30-foot cone that lingers in the air for 10 rounds. This cloud functions as an inhaled poison. Any breathing creature in the cloud must succeed at a Fortitude save or inhale the spores. A creature that remains in the area of the spore cloud must continue to attempt Fortitude saves against its effects. Multiple spore clouds from multiple Razorspore Hippogriffs require multiple saves from any creature in an area where the clouds overlap.
  • Fungal Spores: Poison—inhaled; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Constitution damage and fatigued for 1 minute; cure 2 saves.
Poisonous Blood (Ex): A Razorspore Hippogriff's blood and flesh are ingested poisons. Any creature that makes a bite attack against a Fungal Bladeleaf Hippogriff, swallows one whole, or otherwise ingests part of one must succeed at a Fortitude save or be afflicted by the poison.
  • A Razorspore Hippogriff's blood can be used as an ingested poison that functions as described above. However, its blood has a distinctive and largely unwelcome smell and taste, so most intelligent creatures would refuse to eat food tainted with it unless the taste was thoroughly disguised (which requires a successful DC 15 Profession [cook] check). The Fungal Bladeleaf Hippogriff must suffer at least 1 point of damage to get a full dose of poison, and the drawn blood (or amputated flesh) retains its poisonous nature for only 24 hours unless additional living fungal blood is mixed into it.
  • Fungal Blood or Flesh: Poison—ingested; save Fort DC 19; frequency 1/minute for 6 minutes; effect 1 Str damage, 1 Dex damage, and nauseated for 1 minute; cure 2 saves.
Fungal Metabolism (Ex): Razorspore Hippogriffs breathe, but they do not eat or sleep in the typical manner.

Animate Leaves (Su): Razorspore Hippogriff can shed its leaves as a standard action. When shed, the leaves often change to autumn colors and become hard and sharp as steel, animated into a swarm by the will of the Razorspore Hippogriff. The animated leaves are treated as a swarm (see below). If the swarm is destroyed, the Razorspore Hippogriff can completely re-grow all its lost leaves in 1 minute. The Razorspore Hippogriff may reattach these shed leaves as a standard action, in which case they return to their normal color and texture. The Razorspore Hippogriff controls the swarm as a free action and can maneuver it out to a distance of 300 ft. Animated leaves create the statblock below.

Sundering Storm (Su): A Razorspore Hippogriff that has not shed its leaves deals +1d6 slashing damage in addition to damage dealt on a successful hit in melee. Those affected by the animated leaves swarm attack must also succeed on a Reflex save (DC 15) or any unsheathed non-cold iron manufactured weapon they carry suffers the swarm damage as well. Creatures that hit a Razorspore Hippogriff with a melee attack must make the same Reflex save or suffer 1d6 + 4 (the Razorspore Hippogriff's Con modifier) damage unless they are using a reach and/or cold iron weapon.

N Fine plant (swarm)
Init +1; Senses low-light vision; Perception +9

AC 25, touch 19, flat-footed 24 (+1 Dex, +6 natural armor, +8 size)
hp 14 HP
Fort +7, Ref +4, Will +2
Defensive Abilities plant and swarm traits; Immune cold, electricity, fire, plant traits, weapon damage

Speed 90 ft. fly (perfect)
Melee swarm (1d6+4, plus bleed and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks bleed (half swarm damage), distraction (DC 16), sundering storm

Str 1, Dex 13, Con 19, Int 2, Wis 12, Cha 9
Base Atk +3

Sundering Storm (Su): Those affected by the animated leaves swarm attack must also succeed on a Reflex save (DC 15) or any unsheathed non-cold iron manufactured weapon they carry suffers the swarm damage as well. Creatures that hit a bladeleaf creature with a melee attack must make the same Reflex save or suffer 1d6 + 4 (the bladeleaf's Con modifier) damage unless they are using a reach and/or cold iron weapon.
Greenbound Bladeleaf Hippogriff CR 5
N Large Plant (augmented)
Init +3; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft., scent; Spot +9

DEFENSE
AC 31, touch 13, flat-footed 27 (+3 Dex, +1 dodge, +18 natural, –1 size)
HP 28 (3d8+12)
Fort +7, Ref +6, Will +2
Defensive Abilities: Damage Reduction 10/Slashing & Magic & Cold Iron, Fast Healing 5, Plant Traits, Immune: Cold, Electricity, Fire

OFFENSE
Speed 40 ft., fly 100 ft. (average)
Melee bite +7 (1d6+5), 2 claws +7 (1d4+5) OR slam (1d8+5); +1d6 (Sundering Storm; see below)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 21, Dex 17, Con 18, Int 2, Wis 12, Cha 13
Base Atk +3
Feats Dodge, Wingover
Skills Fly +6, Spot +9; Racial Modifiers +4 Spot, +16 Hide & Move Silently in forested areas

Plant Immunities (Ex): Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to paralysis, poison, polymorph, sleep effects, and stunning.

Spell-like Abilities (Sp): 3rd Caster Level: At-Will: Entangle (DC 12), Pass Without Trace, Speak with Plants, 1/Day: Wall of Thorns

Animate Leaves (Su): A Razorleaf Hippogriff can shed its leaves as a standard action. When shed, the leaves often change to autumn colors and become hard and sharp as steel, animated into a swarm by the will of the Razorleaf Hippogriff. The animated leaves are treated as a swarm (see below). If the swarm is destroyed, the Razorleaf Hippogriff can completely re-grow all its lost leaves in 1 minute. The Razorleaf Hippogriff may reattach these shed leaves as a standard action, in which case they return to their normal color and texture. The Razorleaf Hippogriff controls the swarm as a free action and can maneuver it out to a distance of 300 ft. Animated leaves create the statblock below.

Sundering Storm (Su): A Razorleaf Hippogriff creature that has not shed its leaves deals +1d6 slashing damage in addition to damage dealt on a successful hit in melee. Those affected by the animated leaves swarm attack must also succeed on a Reflex save (DC 15) or any unsheathed non-cold iron manufactured weapon they carry suffers the swarm damage as well. Creatures that hit a Razorleaf Hippogriff with a melee attack must make the same Reflex save or suffer 1d6 + 4 (the Razorleaf Hippogriff's Con modifier) damage unless they are using a reach and/or cold iron weapon.

N Fine plant (swarm)
Init +3; Senses low-light vision; Perception +9

AC 31, touch 21, flat-footed 28 (+3 Dex, +10 natural armor, +8 size)
hp 14 HP
Fort +7, Ref +6 Will +2
Defensive Abilities plant and swarm traits; Immune cold, electricity, fire, plant traits, weapon damage

Speed 90 ft. fly (perfect)
Melee swarm (1d6+5, plus bleed and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks bleed (half swarm damage), distraction (DC 16), sundering storm

Str 1, Dex 17, Con 19, Int 2, Wis 12, Cha 9
Base Atk +3;

Sundering Storm (Su): Those affected by the animated leaves swarm attack must also succeed on a Reflex save (DC 15) or any unsheathed non-cold iron manufactured weapon they carry suffers the swarm damage as well. Creatures that hit a bladeleaf creature with a melee attack must make the same Reflex save or suffer 1d6 + 4 (the bladeleaf's Con modifier) damage unless they are using a reach and/or cold iron weapon.
It's decent but I don't see how it's a siege engine like they asked for.
 
It's decent but I don't see how it's a siege engine like they asked for.
They're fast, tough, and can fly, which makes them great aerial mounts, but their Bladeleaf Swarm ability qualifies them as siege engines, IMO.

Those things have a range of 300 feet, can be controlled by the Hippogriff as a Free Action, and are just really great. The swarms do good damage, inflict Bleed conditions and can use their Distraction ability to interfere with spellcasting and psionic manifesting.

And if the swarm is destroyed - which isn't easy since they ignore weapon damage and have the same immunities as the Hippogriff - they can be regrown in just one minute, making them practically inexhaustible. The Githzerai can use them to harass enemies from outside the range of just about anything but a bow at the edge of its range or a spell or power with Long range.

The Razorleaf variety also has some useful SLAs. Entangle isn't spectacular, but it has a nice effect, a huge AoE, and can be used at will. Well of Thorns is great for battlefield control.

But like I said, I'll add in anything else y'all come up with. We can give Rondar options.
 
Weird flex here but that kind reminded me are we ever going to make the Wyverns and Moonchasers part of an imperial air force or will they always be apart of the navy?
i think going forward if we keep making stuff similar to them we should make the distinction between our types of forces clear especially since were still crafting boats in various cities and will probably keep crafting them, as making flying ships for civilian use such as trade on planetos isn't really viable.

...I got kinda off track but my question was if we would ever create an official air force or if it wasn't worth the effort?
 
They're fast, tough, and can fly, which makes them great aerial mounts, but their Bladeleaf Swarm ability qualifies them as siege engines, IMO.

Those things have a range of 300 feet, can be controlled by the Hippogriff as a Free Action, and are just really great. The swarms do good damage, inflict Bleed conditions and can use their Distraction ability to interfere with spellcasting and psionic manifesting.

And if the swarm is destroyed - which isn't easy since they ignore weapon damage and have the same immunities as the Hippogriff - they can be regrown in just one minute, making them practically inexhaustible. The Githzerai can use them to harass enemies from outside the range of just about anything but a bow at the edge of its range or a spell or power with Long range.

The Razorleaf variety also has some useful SLAs. Entangle isn't spectacular, but it has a nice effect, a huge AoE, and can be used at will. Well of Thorns is great for battlefield control.

But like I said, I'll add in anything else y'all come up with. We can give Rondar options.
Sound like they would shred regular armies, slap the swarm onto a creature template that could withstand regular weaponry or just avoid attacks entirely by flying or teleportation and mortal armies would drop like flies especially considering army formations and the ten feet attack radius on it, too bad were not that kind of conqueror.

Just imaging creating a hive creature and armoring it with a shell of adamantite and then teleporting it into the center of the enemy armies formation lol.
It would be a blender!
 
Weird flex here but that kind reminded me are we ever going to make the Wyverns and Moonchasers part of an imperial air force or will they always be apart of the navy?
i think going forward if we keep making stuff similar to them we should make the distinction between our types of forces clear especially since were still crafting boats in various cities and will probably keep crafting them, as making flying ships for civilian use such as trade on planetos isn't really viable.

...I got kinda off track but my question was if we would ever create an official air force or if it wasn't worth the effort?
I think we just haven't really decided on one or the other. Just keeping the Navy term makes sense to me, though, for cultural reasons and the exposure we've had to the movies of the other extraplanar powers.
 
They're fast, tough, and can fly, which makes them great aerial mounts, but their Bladeleaf Swarm ability qualifies them as siege engines, IMO.

Those things have a range of 300 feet, can be controlled by the Hippogriff as a Free Action, and are just really great. The swarms do good damage, inflict Bleed conditions and can use their Distraction ability to interfere with spellcasting and psionic manifesting.

And if the swarm is destroyed - which isn't easy since they ignore weapon damage and have the same immunities as the Hippogriff - they can be regrown in just one minute, making them practically inexhaustible. The Githzerai can use them to harass enemies from outside the range of just about anything but a bow at the edge of its range or a spell or power with Long range.

The Razorleaf variety also has some useful SLAs. Entangle isn't spectacular, but it has a nice effect, a huge AoE, and can be used at will. Well of Thorns is great for battlefield control.

But like I said, I'll add in anything else y'all come up with. We can give Rondar options.
Bladeleaf is horrifically OP for the CR it gives, and I'm sad we haven't been spamming it sooner.

It blows Advanced out of the water, IMO.
 
I think we just haven't really decided on one or the other. Just keeping the Navy term makes sense to me, though, for cultural reasons and the exposure we've had to the movies of the other extraplanar powers.
Yeah I can see that, im not sure what the peerless empire (thats the air djinn right?) call their fleets but if they dont refer to them as an air force than I dont think we would have any IC reason for creating the concept of distinguishing between grounded and aerial ships that way.
 
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