Sky Seed (3.5e Creature)

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Sky Seed
Size/Type: Large Plant
Hit Dice: 6d8+33 (60 hp)
Initiative: +4 (+4 Dex)
Speed: Fly 5 ft. (Perfect)
Armor Class: 16 (+4 Dex, -1 size, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: +4/+6
Full Attack:
Space/Reach: 10 ft./10 ft.
Special Attacks: Solar Ray
Special Qualities: Damage Reduction 5/Slashing, Fast Healing 10, Low-light Vision, Plant Traits
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 7, Dex 18, Con 19, Int 3, Wis 12, Cha 8
Skills: Spot +10
Feats: Toughness (x3)
Environment: Syrania Manifest Zones
Organization: Solitary, Cluster (2-13)
Challenge Rating: 6
Treasure: None; See Below
Alignment: Usually neutral
Advancement: 7-16 HD (Large); 17-18 HD (Huge)
Level Adjustment:
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Before you floats a large green seed with six large leaves sprouting from the top. There is also a single strange stalk sprouting from the top center of the plant, right above its leaves.

Sky seeds grow and thrive in places that are linked to the plane of Syrania. Since this is a well-known fact, they are easy to find. One of the largest such linked places is the city of Sharn - sky seeds are a common sight floating in the upper reaches of the city. They do so to stay in the sun as long as they can. From this, they have the common name in sharn as Sharn. Sky Seeds in other places are linked to the plane of Syrania. They are also sometimes referred to as Sun Seeds.

Unlike many things that grow in the city of Sharn, citizens have not tried to exterminate the sky seed. In fact, just the opposite that is true - many people want them to grow for their sap, leaves, and seeds. Each part of the sky seed is known for its ability to increase the power of many spells, be they healing, air-related, or even divine spells of the Sun domain. When a sky seed is killed, it floats down to the ground. After that, the sky seed will commonly have enough sap for 1 use per hit die, 1 seed per hit die and 6 leaves. These are the only treasures a sky seed has, but they are nevertheless valuable ones.


Sky seeds are not very bright so they use only one battle plan: try to move away from the opponents while blasting them with its solar ray.

Solar Ray (Su): Every 1d4 rounds a sky seed can fire a ray of light that deals 1d10 points of fire damage per hit dice of the sky seed (6d10 points of fire damage for the standard one presented here). The sky seed has to make a ranged touch attack to hit its target (the sky seed has a +8 ranged attack bonus) this ability has a range of 20 feet per hit die of the sky seed (120 ft. for the one presented here).


The sky seed is prized for its Optional Material Components.

Sky Seed Sap: This transparent sap glows with a soft golden light. When Sky Seed Sap is used as a component in any conjuration (healing) spell, it has a 20% chance to add an additional 1d8 to the healing spells amount of damage healed. Price: 150 gp. Weight 1 lb.

Sky Leaves: These large green leaves seem extra light to the touch almost as if they where made of air. When Sky Leaves are used as a component in any spell that grants flight, it has a 30% chance to double the fly speed the spell grants. Price: 115 gp.

Sun Seed: This small seed gives off a bright golden glow and sheds light like a torch. When a Sun Seed is used as a component for a spell from the sun domain there is a 40% chance that the caster level will increase by +3 for that spell. Price: 90 gp.

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