Plants
|
Choke
|
|
Retch
|
Snapper-
|
|
Creeper
|
Mantrap
|
Plant
|
saw
|
CLIMATE/ TERRAIN:
|
Temperate
|
Tropical hills
|
Any warm land
|
Any land
|
|
forest
|
or forest
|
|
|
FREQUENCY:
|
Rare
|
Very rare
|
Rare
|
Very rare
|
ORGANIZATION:
|
Solitary
|
Pair
|
Cluster
|
Solitary
|
ACTIVITY CYCLE:
|
Day
|
Day
|
Any
|
Any
|
DIET:
|
Carnivore
|
Carnivore
|
Sun, soil
|
Carnivore
|
INTELLIGENCE:
|
Non- (0)
|
Non- (0)
|
Non- (0)
|
Non- (0)
|
TREASURE:
|
Nil
|
J-N (x5), Q
|
Nil
|
Nil
|
ALIGNMENT:
|
Neutral
|
Neutral
|
Neutral
|
Neutral
|
NO. APPEARING:
|
1
|
1-2
|
2-20
|
1-2
|
ARMOR CLASS:
|
6/5
|
6
|
8
|
4/7/9
|
MOVEMENT:
|
½
|
0
|
0
|
0
|
HIT DICE:
|
25
|
4-9
|
5-8
|
5
|
THAC0:
|
7
|
Nil
|
5-6 HD: 15
|
15
|
|
|
|
7-8 HD: 13
|
|
NO. OF ATTACKS:
|
8 or more
|
0
|
1 or 1d4+1
|
1d4+2
|
DAMAGE/ATTACK:
|
1-4
|
0
|
0
|
2-5
|
SPECIAL ATTACKS:
|
Strangling
|
See below
|
See below
|
Trapping
|
SPECIAL DEFENSES:
|
See below
|
Nil
|
See below
|
Nil
|
MAGIC RESISTANCE:
|
Nil
|
Nil
|
Nil
|
Nil
|
SIZE:
|
G (20'-160'
|
L-G (4' per
|
H (20' tall)
|
H (15' radius)
|
|
long)
|
Hit Die)
|
|
|
MORALE:
|
Elite (14)
|
Steady (12)
|
Average (8-10)
|
Steady (11-12)
|
XP VALUE:
|
18,000
|
4 HD: 650
|
5 HD: 270
|
3 saws: 270
|
|
|
5 HD: 975
|
6 HD: 420
|
4-5 saws:
|
|
|
6 HD: 1,400
|
7 HD: 650
|
420
|
|
|
7 HD: 2,000
|
8 HD: 975
|
6 saws: 975
|
|
|
8 HD: 3,000
|
|
|
|
|
9 HD: 4,000
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Yellow
|
Yellow
|
|
Thorn-
|
Tri-flower
|
Musk
|
Musk
|
|
Slinger
|
Frond
|
Creeper
|
Zombie
|
CLIMATE/ TERRAIN:
|
Any land
|
Tropical
|
Temperate
|
Temperate
|
|
|
forest
|
forest or
|
forest or
|
|
|
|
subterranean
|
subterranean
|
FREQUENCY:
|
Rare
|
Very rare
|
Rare
|
Rare
|
ORGANIZATION:
|
Cluster
|
Stand
|
Solitary
|
Squad
|
ACTIVITY CYCLE:
|
Any
|
Day
|
Any
|
Any
|
DIET:
|
Carnivore
|
Carnivore
|
Carnivore
|
Nil
|
INTELLIGENCE:
|
Non- (0)
|
Non- (0)
|
Non- (0)
|
Animal (1)
|
TREASURE:
|
Nil
|
Nil
|
B
|
Nil
|
ALIGNMENT:
|
Neutral
|
Neutral
|
Neutral
|
Neutral
|
NO. APPEARING:
|
3-12
|
1-10
|
1
|
1 per 2 flowers
|
ARMOR CLASS:
|
8
|
9
|
7
|
10 or better
|
MOVEMENT:
|
0
|
0
|
0
|
6
|
HIT DICE:
|
4
|
2+8
|
3
|
2 (special)
|
THAC0:
|
Nil
|
17
|
17
|
19
|
NO. OF
ATTACKS:
|
1 volley
|
1
|
2-12
|
1
|
DAMAGE/ATTACK:
|
2-8
|
0
|
Nil
|
1-8 or by weapon
|
SPECIAL ATTACKS:
|
Dew
|
See below
|
Pollen
|
Nil
|
SPECIAL DEFENSES:
|
Nil
|
Nil
|
Immunities
|
Immunities
|
MAGIC RESISTANCE:
|
Nil
|
Nil
|
Nil
|
Nil
|
SIZE:
|
M (4' radius)
|
M (5'-8' tall)
|
L (20' square)
|
M (4'-7' tall)
|
MORALE:
|
Average (8-10)
|
Average (10)
|
Fearless (20)
|
Fearless (20)
|
XP VALUE:
|
270
|
420
|
650
|
120
|
|
Hangman
|
|
|
|
|
Tree
|
Kelpie
|
Obliviax
|
Quickwood
|
CLIMATE/TERRAIN:
|
Temperate
|
Temperate
|
Any warm
|
Any forest
|
|
or subtrop-
|
or tropical
|
land
|
with oaks
|
|
ical forest
|
saltwater
|
|
|
FREQUENCY:
|
Very rare
|
Very rare
|
Rare
|
Very rare
|
ORGANIZATION:
|
Solitary
|
Solitary
|
Colony
|
Solitary
|
ACTIVITY CYCLE:
|
Day
|
Any
|
Any
|
Any
|
DIET:
|
Carnivore
|
Carnivore
|
Soil, water,
|
Soil, water
|
|
|
|
memories
|
|
INTELLIGENCE:
|
Low (5-7)
|
Low-Avg. (5-10)
|
Average (8)
|
Very (11-12)
|
TREASURE:
|
Incidental
|
D
|
Nil
|
Special
|
ALIGNMENT:
|
Neutral
|
Neutral evil
|
Neutral evil
|
Neutral
|
|
(evil)
|
|
|
|
NO. APPEARING:
|
1
|
1-4
|
2-12
|
1 (90%) or
|
|
|
|
|
2-4 (10%)
|
ARMOR CLASS:
|
3/5
|
3
|
10
|
5
|
MOVEMENT:
|
0; see below
|
9, Sw 12
|
0
|
1 (roots 3)
|
HIT DICE:
|
6, +1 hp per
|
5
|
1-2 hp
|
5-10
|
|
year
|
|
|
|
THAC0:
|
7
|
Nil
|
20
|
5-6 HD: 15
|
|
|
|
|
7-8 HD: 13
|
|
|
|
|
9-10 HD: 11
|
NO. OF ATTACKS:
|
3
|
0
|
0
|
1
|
DAMAGE/ATTACK:
|
1-3
|
0
|
0
|
3-12
|
SPECIAL ATTACKS:
|
See below
|
See below
|
See below
|
Roots
|
SPECIAL DEFENSES:
|
See below
|
See below
|
See below
|
See below
|
MAGIC RESISTANCE:
|
See below
|
Nil
|
Nil
|
Nil
|
SIZE:
|
H-G (20'+ tall)
|
M (6'-7' tall)
|
T (6"square)
|
L (12'+ tall)
|
MORALE:
|
Champion (15)
|
Elite (13)
|
Average (9)
|
Champion
|
|
|
|
|
(15-16)
|
XP VALUE:
|
1,400
|
420
|
35
|
5 HD: 2,000
|
|
|
|
|
(+1,000 for
|
|
|
|
|
each added
|
|
|
|
|
Hit Die)
|
|
|
|
|
|
|
Shambling
|
Strangle-
|
Sundew,
|
|
|
Mound
|
weed
|
Giant
|
Thorny
|
CLIMATE/TERRAIN:
|
Swamps or
|
Subtropical
|
Temperate
|
Warm, wet
|
|
wet sub-
|
or tropical
|
or tropical
|
forests or
|
|
terranean
|
ocean
|
forest
|
caves
|
FREQUENCY:
|
Rare
|
Common
|
Uncommon
|
Very rare
|
ORGANIZATION:
|
Solitary
|
Bed
|
Solitary
|
Pack
|
ACTIVITY CYCLE:
|
Any
|
Any
|
Day
|
Any
|
DIET:
|
Omnivore
|
Carnivore
|
Carnivore
|
Carnivore
|
INTELLIGENCE:
|
Low (5-7)
|
Animal (1)
|
Semi- (2-4)
|
Animal (1)
|
TREASURE:
|
B, T, X
|
J-N, Q, C
|
Nil
|
Nil
|
ALIGNMENT:
|
Neutral
|
Neutral
|
Neutral
|
Neutral
|
NO. APPEARING:
|
1-3
|
3-12
|
1-4
|
2-20
|
ARMOR CLASS:
|
0
|
6
|
7
|
3
|
MOVEMENT:
|
6
|
0
|
1
|
15
|
HIT DICE:
|
8-11
|
2-4
|
8
|
4
|
THAC0:
|
8 HD: 13
|
2 HD: 19
|
13
|
17
|
|
9-10 HD: 11
|
3-4 HD: 17
|
|
|
|
11 HD: 9
|
|
|
|
NO. OF ATTACKS:
|
2
|
1
|
6 per target
|
1
|
DAMAGE/ATTACK:
|
2-16/2-16
|
See below
|
1-3
|
2-5
|
SPECIAL ATTACKS:
|
Suffocation
|
Crushing
|
Suffocation
|
Thorn rake
|
SPECIAL DEFENSES:
|
See below
|
Nil
|
See below
|
Nil
|
MAGIC RESISTANCE:
|
Nil
|
Nil
|
Nil
|
Nil
|
SIZE:
|
L (6'-9' tall)
|
L (7'-12' long)
|
M (3'-4' tall)
|
M (4' long)
|
MORALE:
|
Fanatic (17-18)
|
Average (9)
|
Steady (11)
|
Steady (11-12)
|
XP VALUE:
|
8 HD: 6,000
|
2 HD: 120
|
2,000
|
175
|
|
(+1000 for
|
3 HD: 175
|
|
|
|
each added
|
4 HD: 270
|
|
|
|
Hit Die)
|
|
|
|
Of the many hazards in the wilds, these plants are among the most
frightening.
They feed on animals, perhaps as nature's revenge on animals for
their habit
of feeding on plants.
Choke
Creeper
The choke
creeper, or strangler vine, is a long, thick vine with many branch
vines, each capable of attacking. The vine is olive green in
color, and the main
vine is almost 1-2 feet thick. Branch vines have flexible
tendrils, allowing
them to creep at 5 yards per round. They are attracted to light
and heat.
For each 20 feet of main vine, it has the 1 hp per HD; branch
vines have 2 hp
per 20 feet of the main vine (branch vine hit points are in
addition to those
of the main vine, not part of the total). In each 10-foot section
of the main
vine, there are four branch vines. The smallest choke creeper is
20 feet long,
has 1 hp/HD (25 hp total), and has eight branch vines, each with 2
hp. The
largest choke creeper is 160 feet long, has 8 hp/HD (200 hp
total), and has 64 branch
vines, each with 16 hp. The main vine is AC 6, the branches AC 5.
A maximum of four branch vines can attack a single target. They
appear to be
normal vegetation and can usually grab unsuspecting victims.
Victims can break
free with a successful bend bars/lift gates roll; if the roll
fails, they are
held fast until the vine that holds them is severed. Seized
victims suffer 1d4
points of damage per round, with a 10% chance per round
(non-cumulative) that the
choke creeper achieves a strangling grip. The victim dies after
one round of
strangulation.
A choke creeper is immune to torch fire, but takes normal damage
from hotter
fires such as those caused by burning oil; hot fires make the vine
move away.
The creeper takes only 1 hp damage per die of cold damage, but
cold stuns the all
plant sections struck for 1d4+1 rounds. Electrical attacks do no
damage;
instead, they double the creeper's movement rate for 1d4+1 rounds.
Mantrap
This insidious
relative of the much smaller Venus flytrap attracts prey by
scent, entrapping and dissolving its victims in acidic secretions.
It is a
gigantic bush with towering stalks of purple blossoms, and huge
green leaves at ground
level.
During daylight hours the mantrap releases pollen continuously;
all creatures
who approach to within 60 feet must make a successful saving throw
vs. poison
or become attracted to the odor. Those attracted proceed to the
body and
voluntarily climb into one of the 1d4+1 leaf traps on the plant.
Once entered, a leaf
trap closes, firmly entrapping the victim (no chance of escape).
The victim
cannot be pulled free until the plant is destroyed. Its acidic
secretions destroy
the victim quickly, inflicting damage per round equal to the
victim's AC
(discounting Dexterity bonuses). Regardless of the adjusted AC,
the victim takes at
least 1 point of damage per round. Items exposed to the acid must
roll a saving
throw once per round against the effects; all metal items receive
a +2 bonus.
The fascination with the mantrap is so strong that, once a being
is
enthralled, it takes 24 hours for the effect to wear off. The
fumes from burning the
plant counteract the effect. Because of its powerful attractive
ability, the nectar
of mantrap flowers is an ingredient in a philter of love.
Retch
Plant
The retch plant,
or globe palm, appears to be a typical palm tree, except that
each always has 1d4+4 globe-like, coconut-sized fruit growing at
its top. Each
globe is membranous, taut, and blue, violet, or lilac in color.
Walking under a retch plant makes it 20% likely that one of the
globes will
fall. If there is solid contact against the tree trunk (banging
against it,
running into it, or climbing it) 1d4+1 of the noisome fruits plop
down. Randomly
choose the target attacked; they are AC 10 against this attack.
When the globes
strike, they burst, and a nauseating fluid is splashed over a
5-foot radius.
Those 5-9 feet from the impact have a 25% chance of being
splashed. The sticky,
foul fluid causes creatures to vomit and retch for the next three
rounds. In
addition to being nauseated, victims are at half normal Strength
for one hour. No
saving throw is allowed against either effect of the fluid.
Creatures splashed must be washed in alcohol (including drinkable
types) or
they are more likely to attract carnivores in the area, doubling
the frequency
and chance for success of encounter checks. The odor is
discernible within a
50-foot radius, and it persists for 1d4 hours unless removed as
above.
Snapper-Saw
This plant, also
called foresters' bane, has a central bush with several
greenish-white berries that are plump, smell delicious, edible,
nutritious, and rich
in protein. Several broad, dark green, ribbed leaves radiate out
5-7 feet from
the bushy center, which hides 1d4+2 tough, purple, saw-like stalks
with thorny
projections. A healthy plant has six saw-stalks, while damaged
specimens have
less.
Creatures stepping into the radius of the low-growing ribbed
leaves risk
attack. The leaves snap up one or two victims; armor is ignored
for this attack,
though dexterity and magical bonuses to AC are counted. A victim
must make a
successful Strength check to pull free.
A creature caught by the snapper leaves is attacked by the
saw-stalks, even if
the victim breaks free in the same round in which it was caught.
Each
saw-stalk attacks once per round for 1d4+1 points of damage,
shredding the victim so
its flesh and blood feed the snapper-saw. Clutched prey does not
receive
Dexterity adjustments to AC, though armor and magical protection
apply normally.
Saw-stalks are AC 4 and require 1d8+16 points of damage a piece to
sever. Each
snapper leaf is AC 7 and takes 1d8+8 points of damage to sever.
These hit
points do not count toward the total of the central bush's Hit
Dice. The central
bush is AC 9, but it is completely protected from outside attack
when the snapper
leaves are up. A victim held by the snapper leaves can attack the
saw-stalks
or the central bush, but only with small piercing weapons. Lost
leaves and
stalks grow back in 2d4 weeks unless the central plant is slain.
Thornslinger
Thornslingers are
carnivorous, spidery, white plants with dew-covered, pale
yellow blossoms. They average about 8 feet in diameter and lie
very close to the
ground.
Thornslingers attack living creatures by firing thorns. Each thorn
has a range
of 30 feet and causes 1 point of damage. Since a large number of
thorns are
shot in a spread pattern at intended targets, being hit by one or
more thorns is
automatic. Damage from the thorns is 2d4 to any creature within 30
feet, once
per round. They have virtually inexhaustible supplies of thorns,
and are found
in close clusters. Since the shower of thorns is their only
defense,
thornslingers are often found in out-of-the-way places, such as
pits or inaccessible
caves, or growing on brick and stone walls.
The leaves and central stem of a thornslinger are covered with a
strong
adhesive sap. Those who touch it are held fast if they have
Strength 13 or less,
until they are freed or digested. Characters with Strength 13 or
greater can break
free in 1d4 rounds. Once a victim is caught by the dew, the
thornslinger
secretes digestive acids, causing 1-3 hp damage per round.
Thornslingers are not very flammable, but flame causes normal
damage. Open
flame is extinguished after one round and oil burns for only two
rounds.
Tri-flower
Frond
The deep green
stalks of this plant are topped by trumpet-shaped flowers of
vivid orange, bright yellows, and intense red; other color
combinations are
possible, but rare.
Each flower has its own function. The orange one shoots 2d4
pollen-covered
tendrils, each 3 feet long; any creature struck must make a
successful saving
throw vs. poison or fall into a coma for 1d4 hours. The plant's
sensitive rootlets
tell the yellow blossom where to find the slumbering victim; the
yellow bloom
bends over and shakes down a shower of sticky enzyme that causes
2d4 points of
damage per round until washed off (damage is reduced by 1 point
per flask of
water; complete immersion in water removes the sap in one round).
The red blossom
extends tendrils into the victim, draining body fluids at a rate
of 1d6 points
of damage per round.
Yellow
Musk Creeper and Zombie
The yellow musk
creeper is a plant that attacks humanoids, draining
Intelligence and turning them into yellow musk zombies. Both
creeper and zombie are
immune to charm, hold, illusion, sleep, and other
mind-affecting attacks.
The creeper is a large, light green climbing plant with leaves
like ivy, 1d4
dark green buds, and 2d6 bright yellow flowers with splashes of
purple. It can
cover an area up to 20 feet square from its single bulbous root.
Damage done to
the plant is disregarded unless the root is attacked, for the vine
eventually
grows back from the main root. The creeper has a sweet, entrancing
odor while
dormant.
Creepers are dormant until a creature approaches within 10 feet;
then the
nearest flowers turn toward the prey and puff musky pollen. A
victim hit by the
pollen must make a successful saving throw vs. spell or be
entranced and walk toward the plant, resisting all those who
try to prevent it. When
the victim reaches the creeper, a green bulb extends its roots
into the victim's
head, and reach the brain in two rounds. The victim loses 1d4
points of
Intelligence per round after that.
A victim reduced to 0 Intelligence or less dies instantly; a
victim reduced to
Intelligence 1 or 2 becomes a yellow musk zombie under the
creeper's control.
If the plant dies before reducing its prey to zombie status, 1
point of
Intelligence is regained per day, or a heal spell will
restore lost Intelligence instantly. If the mother plant is
destroyed first, a zombie can be cured by a neutralize poison
followed by a heal spell and four weeks of complete rest.
Only man-sized humanoids become yellow musk zombies; the creeper
can control
one zombie for every two flowers. A zombie acquires yellow skin
and a glazed
look, but otherwise looks as it did before, wearing the same
clothes and armor and
wielding any weapon it had held at the time of its conversion. It
has the same
hit points as before, but attacks as a 2 HD monster. It can cast
no spells,
nor receive bonuses for high ability scores. The zombie can move
up to 100 feet
from the creeper. Yellow musk zombies are not true undead and
cannot be turned.
A zombie serves the creeper for about two months before moving off
at least 200
feet and dying; the seedling that has been growing in its head
quickly
sprouts, flowers, and becomes a new creeper.
Like other breeds of
dangerous plants, these are not at all defenseless. Some
are the unnatural results of arcane influences, while others may
have evolved
naturally.
Hangman Tree
This tree is named for its
noose-like vines. Hangman trees are deciduous,
resembling thick oaks with few branches and sparse foliage.
Knot-like sensory
organs are usually located high on the trunk. In the area where
the tree's main
branches split off, there is an opening which leads to the
creature's acid-filled
"stomach." The lower trunk has a slash-like opening for the
expulsion of
indigestibles. Saplings can move at 6 feet an hour, while older
trees can move only 2
feet an hour. Their shallow root systems and small number of
leaves require them to
supplement their diet by direct ingestion of protein, so each tree
traps prey. During
freezing weather, a taproot is put down and the tree is dormant. A
hangman tree can release a hallucinatory perfume at will, and it
does so
when prey is 30-80 feet away. Those who inhale the perfume believe
the hangman
tree to be a normal tree, or even a treant, depending on the mood
of the tree.
Mature and older hangman trees can speak halting Common. The tree
attacks by dropping noose-like vines around prey. Although each
tree
has 1d4+5 appendages, it can control only three of them at any one
time. It
takes 1d8+12 points of damage to sever a vine; this is in addition
to the damage
needed to kill the tree. Vines are AC 5, while the main tree is AC
3. When in
contact with a victim, the tree inflicts 1-3 points of damage per
round as the
vine tightens and lifts its prey (1,000-pound limit) to the
opening in the upper
trunk. This requires four rounds. One attempt at a bend bars/lift
gates roll
can be made to break free; victims who fail the roll cannot
escape. On the fifth
round after being picked up, the victim is dropped into the
hangman tree's
stomach. The victim suffers 3d4 points of acid damage per round
until dead, and is
then digested. Escape from the stomach is impossible. Many sharp
growths
surround the top of the opening, they point inward and down. About
three man-sized
victims can fit in the tree's stomach at one time. A hangman tree
draws power from its environment. It has 5% resistance to magic
per decade of age, up to a maximum of 95%. However, the tree is
vulnerable to
elemental attacks. Lightning that passes its magic
resistance inflicts double damage; extreme cold shocks
the tree into dormancy until it thaws. Darkness also causes it to
slow its
activities, so it functions at half efficiency (three attacks per
two rounds). Hangman trees have no interest in treasure and,
because they move constantly,
it is unlikely that treasure would be found near one, although
they do expel
undigestible items periodically. Age guide: 0-4 years,
non-combatant sprout, 1 hp/HD, no attacks; 5-20 years,
sapling, 2-3 hp/HD; 21-75 years, mature tree, 4-5 hp/HD; 76-150
years, old tree,
6-7 hp/HD; 151+ years, ancient tree, 8 hp/HD.
Kelpie
The kelpie is a mass of
animate seaweed, able to alter its form to resemble a
green-clad woman, a hippocampus, or a green horse. It lives to
drown the
foolish., and can communicate telepathically with those in its
embrace. When a humanoid male approaches, the kelpie reshapes to
appear as a woman or a
mount; its imitation is a grotesque mockery, 95% detectable in
daylight. Once
per day, however, the kelpie can cast a charm on a
humanoid male, who suffers a -2 penalty to his saving throw. If he
fails
to save, he perceives the kelpie as a desirable woman or mount,
leaps into the
water, and swims on to possess the kelpie. The kelpie wraps itself
around the
charmed victim, who happily drowns, taking 2d10 points of damage
per round
until he surfaces for air, is protected from drowning, or dies.
The kelpie takes
the body back to her lair to devour. Victims who can breathe water
or who otherwise do not drown, happily entwine
themselves in the kelpie's embrace, which confuses her, though she
may welcome
the victim's continued activity. A kelpie in the form of a woman
or horse can travel onto land for 1-3 hours.
She tries to charm a victim to protect her until she returns to
the water. He
will do anything he can to protect his beloved kelpie, though he
may be enraged
by his companions' perceived treachery. The effect of this charm
ends, only if
the kelpie dies, freeing any victims still alive. Kelpies maintain
body temperature equal to that of their surroundings. Due to
their water-drenched forms, they take only half damage from fire
(none if a
saving throw is made). There are various legends about the
creations of kelpies. They are said to
have been created by a sea god to punish sailors, in a time before
women were
sailors; or created by a female elemental princess of water,
Olhydra, who made
those of her own gender immune to kelpies' powers. Kelpies
reproduce by increasing in size to 7 feet, then breaking into two
or
four smaller kelpies. They can do this once a month, if victims
are plentiful
and the local fish do not feed on them too much.
Obliviax
Obliviax, or
memory moss, is an evil black moss with the ability to steal
memories, even memorized spells.It grows in small patches and must
have sunlight to
spur reproduction by spores, though it needs no light for growth.
It prefers a
balance of wet and dry, and cannot abide cold temperatures.
The moss senses intelligent creatures within 60 feet; it chooses
one,
preferring wizards, then other spellcasters. This victim must make
a saving throw vs.
spells or lose all memory of the last 24 hours. The obliviax
continues to attack
once per round until it succeeds and then makes no more attacks
for 24 hours.
If an obliviax with stolen memories is attacked, it forms part of
itself into a
tiny moss imitation of the creature whose memories it stole. This
mossling
remains attached to the parent moss and defends it by casting
stolen spells.
To regain stolen memories, a victim must eat the living obliviax,
which takes
one round. If a saving throw vs. poison is successful, the eater
regains all
stolen memories and spells; if the saving throw fails, the eater
becomes very ill
for 3d6 turns. Extra memories and spells can be gained by eating
obliviax
which has fed on someone else recently. Spells can be used by the
eater, but all
such memories fade within a day.
A potion of forgetfulness can be distilled from obliviax,
and its spores can be used to make an elixir
to restore the memories of the forgetful or senile.
Quickwood
Also called the spy tree, this
plant appears to be an oak, although close
examination reveals that it has a visage and sensory organs that
resemble a
distorted human face. It is 90% unlikely that the "face" is
noticed unless the
observer is within 10 feet of the quickwood. The creature has
excellent senses, with
120-foot infravision and the ability to detect vibrations through
its roots, and
aerial movements through its leaves. The quickwood seldom moves,
but it sends its roots up to 90 feet, through
loose topsoil, to seize and hold immobile any creature weighing
under 1,000 pounds.
Roots cause no damage. They are too strong to be broken and take
no damage
from blunt weapons, and only 1 point of damage from piercing
weapons. Edged
weapons can sever roots, which are treated as large creatures with
10 hp each; damage
inflicted to the roots does not count toward the tree's total. The
quickwood
will allow up to six of its roots to be severed before it
withdraws the other
1d6+6 to safety. The roots pull prey to the quickwood's mouth,
which can clamp
down to cause 3d4 points of damage to anything touching it. The
quickwood can perspire and drench itself, so it is immune to fire;
it is
immune to lightning, poisons, and gasses. It is also immune to
most other spells
which do not affect plants specifically, including all
mind-affecting spells.
If attacked by a spell, the quickwood absorbs some or all of the
spell's
energy, and uses it to radiate fear in a radius of 10 feet
per spell level absorbed. The spellcaster must make a
saving throw vs. spells; if the save fails, all the spell's energy
is siphoned
into the fear effect. Otherwise, the spell has normal
effects, and fear is simply a side effect. The quickwood
can control up to 2d4 normal oaks within one mile, using them to
gather information. Although it gathers no treasure, it may be
charmed or otherwise convinced to guard treasure, which may
be placed in the
quickwood's trunk. If acting as a guardian for some other being, a
quickwood can make a
hollow drumming sound which can be heard for a mile or more.
Shambling
Mound
Shambling mounds, or
shamblers, appear to be heaps of rotting vegetation. They
are actually an intelligent form of plant life, with a roughly
humanoid shape,
and a brain-like control center in its "chest" area. A shambler
has a 6-foot
girth on its lower half, tapering to about 2 feet at its "head."
Shambling mounds are found only in regions of dense rainfall and
vegetation.
Dismal swamps, marshes, and rain forests are their favorite living
areas, but
some wet, subterranean places also serve as shambler lairs. They
are solitary
beasts, rarely living in the same area with other shamblers --
usually only in
areas where the food source is constant, near famous ruins, or
abandoned gold
mines. Shamblers are almost totally silent and invisible in their
natural
surroundings; opponents suffer a -3 penalty to surprise rolls. A
shambler often lies in a
shallow bog, waiting for some creature to walk onto it, then it
attacks. The
creatures are excellent swimmers as well, and they have been known
to sneak into
the camps of unsuspecting travelers at night. A shambling mound
attacks with huge, arm-like appendages; a victim hit by both
arms in the same round is entangled in the creature's slimy vines
and rotting
vegetable matter. Entangled creatures suffocate in the slime in
2d4 rounds
unless the shambler is killed, or the victim breaks free with a
successful bend
bars/lift gates roll. Because of the vegetation which covers its
critical inner body, the shambling
mound is immune to blunt weapons, and takes only half damage from
piercing and
slashing weapons. The creature is immune to fire, and takes half
or no damage
from cold, depending on whether it makes its saving throw.
Lightning actually
causes a shambler to grow, adding 1-foot to its height, as well as
1 HD and
appropriate hit points, for each lightning-based attack used
against it. Because of the location of its brain, the shambler
cannot be killed by lopping
off its head or limbs. The remaining vines along the torso join
together to
form a new extremity within one round. Only when enough of the
shambling mound
has been hacked away, will it finally die. A wounded shambler need
only rest in a
damp clump of foliage to heal; it rises again in 12 hours, fully
healed, and
probably angry. Since shamblers gain power from electrical
attacks, there are rumors of
shambling mounds with 20 or more Hit Dice. Since they often live
in the same areas as
will-o'-wisps, there may be truth to such rumors, and giant
shamblers may
inhabit deep, dark swamps and jungles.
Strangleweed
Strangleweed is an intelligent
kelp found in relatively warm sea water. A bed
of these carnivorous plants are indistinguishable from normal
seaweed. A
strangleweed patch will cover an oval area of 3d4 square feet, on
the sea's surface;
3d4 fronds of varying lengths (1d6+6 feet) hanging downward from
the patch. Any creature near enough is attacked, a hit indicating
that the frond has
entwined about its victim. Any victim entwined suffers a -2
penalty to attack
rolls. Each frond has 4d4 Strength points, and the other fronds
add their Strength
to the total. A victim compares Strength with the strangleweed;
Strengths of
18/51 to 18/00 are rounded up to 19. If the victim is stronger,
each point of
difference in Strength gives a 10% chance of escape, which can be
attempted each
round. If the frond is stronger than the victim, the victim cannot
escape alone, and
the fronds crush the victim for 1 point of damage, per point of
Strength
difference. If the two are of equal Strength, the victim cannot
escape, but takes no
damage.
Giant Sundew
A giant sundew appears to be a
3- to 4 foot-mound of grayish green, tarry
ropes or rags. The air around one is fly infested and holds a
thick odor like sweet
syrup. Preferring shaded places in which to grow, the sundew has
only
hair-like roots that anchor it lightly in place. It can pull
itself slowly along the ground using sticky
tendrils. Due to the plant's sticky exterior, missiles and
fire-based attacks
inflict only half damage. The sundew detects moving creatures by
vibrations. When anything moves within
5 feet of it, it lashes out with its tendrils. Its body is covered
with
hundreds of tendrils, and a maximum of six can attack each
creature in range, each
round. The tendrils exude sticky globs of sap. For every three
tendrils that
attach to a victim, the victim suffers a -1 penalty to attack
rolls. The sap
contains a mild enzyme that inflicts 1 point of damage per round
for each tendril
striking the victim, regardless of whether or not the tendril is
still attached. A
successful open doors roll breaks a tendril; each tendril must be
checked
separately, up to once per tendril, per round. If a sundew's
attack roll is an unmodified 20, it has struck the victim's
mouth and nose, clogging them with sap; suffocation occurs in
1d3+1 rounds unless
the sap is removed. The sap may be dissolved by vinegar or
alcohol.
Thorny
Thornies are dog-like plant
creatures trained as guards by mold men. They are
covered by a spiky bark. A thorny attacks first with its bite; if
the bite
hits, the creature tries to roll its body against its victim,
causing 3d4 points of
damage with a successful hit. Thornies reproduce by laying
egg-like seeds in
the ground. A small tree sprouts from the seed, eventually
producing buds which
grow into small thornies. Thornies can be trained if raised from
buds.