Rootpitter (3.5e Template)

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This Article Adopted By
Date Adopted: 5/19/09
Status: work in progress


The host is taken over by a parasitic plant, turning the creature itself into a plant-type


Plant-like creatures with leaves growing out of their heads, rootpitters are actually victims possessed by the seeds of a parasitic fruit. The fruit is able to grow in any climate, so rootpitters are of all different types. It takes a DC 15 Spot or Knowledge (Nature) Check to realize that the rootpitter fruit is being ingested, or a DC 15 Heal Check to purge the stomach of the seeds before the plant takes root. Otherwise, in 2d4 hours, the creature takes on the rootpitter template, and a DC 20 heal check is required to remove the plant via surgery.

Creating a Rootpitter[edit]

Rootpitter is an acquired template, and can be applied to any living non-plant with an intelligence score of 3 or more. This excludes outsiders.

Size and Type[edit]

The creature’s type and subtype change to plant(augmented). Do not recalculate the creature’s base attack bonus, or saves. Size is unchanged as well.

Hit Dice[edit]

The host's hit dice remain unchanged


The rootpitter retains it's ability to utilize manufactured weapons. It gains no natural weapons

Special Attacks[edit]

  • Poison(Sp): Rootpitters can add poison secreted from their salivary glands to any weapon for one attack per day at 1HD and a +1 for every 2HD thereafter. (Damage 1d4 Dexterity/Paralysis for 1 round)

Special Qualities[edit]


  • +4 to hide when in forested areas.
  • +4 to diplomacy when dealing with plants and other rootpitters.


Typically rootpitters are found in forested areas, where they can be around the plants that they consider their families.


Rootpitters, exiled by their host's race, see themselves as a race of their own. Despite this fact, they generally are found in solitude, their only companionship being the plants around them.

Challenge Rating[edit]



By character class

Level Adjustment[edit]


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