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.