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The Verdant World

a handbook to the green

Design: Brendan McGuigan


Spell Writing: Patti Curl
Art Direction: Brendan McGuigan
Prestige Art: Andrew Hepworth
Monstrous Art: Bill Paquette
Herbalist Art: Carissa Schmidt
Graphic Editing: Mark Ferrari
Layout: Brendan McGuigan

Special Thanks to: Joel Mikesell,


David Anderson, Alex and Megan Miller,
for editing, reading, and generally
helping me baby this thing through.

The Verdant World is 2004 A New


Arcadia Publications. This book
is produced with the following as
designated Open Game Content: all
names, statistics and combat listings of
monsters; the names and tables of each
prestige class; spell statistics; statistic
blocks for specialty plants. All flavor
style descriptive text is not designated
Open Game Content.
Dungeons and Dragons and Wizards of
the Coast are Registered Trademarks
of Wizards of the Coast, and are used
with permission. d20 System and
the d20 System logo are Trademarks
owned by Wizards of the Coast and
are used according to the terms of
the d20 System License version 1.0. A
copy of this License can be found at
www.wizards.com.
For more information about A New
Arcadia Publications, visit our website
at http://www.anewarcadia.com/

Table of Contents

Monstrous Plants
Blood Root
Calendar Bush
Cradle Tree
Creep Grass
Curio Vine
Desert Weed
Drooler
Glow Petal
Goasaye
Gold Tip
Golden Lash
Green Blight
Jug Vine
Leafers
Onars Club
Pruner
Rambling Rose
Sea Scourge
Shanela
Snap Pads
Soul Harvester

6
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30

Soulful Mirror
Staffling
Strangle Vine
Sword Fern
Wind Whisperer

OGL

31
32
33
34
35

36

Introduction

For nearly four-hundred years I have


devoted my life to the living creatures
of this world. I have wandered
the islands, crossing deserts and
marshes, hiding in rotting logs for
days to avoid a hungry beast, facing
the grim specter of my own end on
countless occasions, all in the pursuit
of a perfect knowledge.

stagger the imagination. Rather, it was


that which people tend to so easily
overlook, the flora that composes the
backdrop of our world.

The silken leaves of the Nola have


become my lovers touch, the piercing
thorns of Galre Vine chastise me for
these age-worn quavering hands, and
no sight in this world or any other
It was not the great insects of Ganas can drive from my mind the memory
Fen that garnered my passion,
of Alnolonas Heart, its translucent
soaring through the skies on wings
blossoms unfolding for a centurys rare
of magic. Nor was it the lumbering
appearance, shining out and penetrating
hulks of the northern beasts, moving me to my very core for the space of
across the landscape in numbers that a few heartbeats before disintegrating

in the cool of the night. I have


become master of a knowledge few can
begin to understand, and at the same
time have become a slave to a world
of such intoxicating beauty it has ruled
my every moment.

My hope is that the


knowledge held within these
pages may be used to save
another bright-eyed youth the
many mistakes I made on my
way here. It may be that this
I recently learnt of an undertaking
book will become better known as
amongst the sages of the island of
a field guide for those seeking to
Eu to classify the flora there, that any avoid the dangers the green world
plant or tree might be identified at a
can pose. Whatever its ultimate use,
moments notice. Such a task is folly, I urge any reading it to recognize
for though a name might be conceived that my recollection is imperfect,
using such a system, the true essence my experience incomplete, and the
of the plant would be farther away
variances of this world uncountable.
than ever. There are flowers on our
No text can ever replace the wits the
islands that never grew from our
gods granted you upon your birth, and
soil, but were carried here by forces
if you wish to explore this world you
unseen from distant realms. There
must stretch them to their limit.
are malevolent trees from the furthest
reaches of the other planes. How
There will be no addendum to this
could a name encompass what these
tome. This is to be my last great
truly are? My task has ever been
work, for as I relate this, I lie dying.
to learn the soul of those plants I
No more will I wander these lands,
encounter, and in turn to leave a part though if my final wish is granted by
of my own soul buried in their roots. the gods I serve, a part of me will
exist in every petal that falls, and
In this tome I have lain out the
every new sprout that springs forth
strangest and most enticing of my
from the loamy soil.
studies, from roots and blossoms
with strange and mystical properties, In joy and reverence,
to trees that feed on human flesh, to
strange plant-creatures as intelligent
as any man I have encountered.
Neesho Dhola Iako,
To relate all I have learned and
Royal Explorer and Botanist for the Nudah Court
experienced would fill as many volumes
as I have years, and so I have had
to choose with care.

Chapter 6:
Monstrous
Flora
And in the Seventh Age the Trees walked the earth, laying waste to the
works of Man.
From the Book of Burning Sand

Neesho stepped cautiously on to the log, his


eyes darting around for signs of his pursuer.
Seeing nothing, he quickly scurried across
the river, pushing the log into the river as he
reached the other side, and hiding in a bush.
Im getting far too old for this, he muttered
to himself, smiling despite his fear as he
thought of how many years he had been telling
himself that.
He sat in silence for twenty minutes, rubbing
toadroot on his body. Straining his ears
he heard nothing but the sound of his own
labored breathing. As he was about to rise and
continue, he heard a heavy panting and low
growling from the other side of the river.
Peeking out slightly from the bushes he saw
his three pursuers. Huge wolves, perhaps
twelve feet long and as tall as him, noses to
the ground, relentlessly tracking him. When
they reached the water they stopped,
uncertain, and raised their noses to
sniff at the air. After a moment they
turned, growling and ran in the other

direction.
Neesho released his breath slowly, silently
thanking the plant that had given up its roots
to mask his scent. These beasts were gone, but
who knew what would try to take his life next.
Uurus words rang in his ears; the forest folk
had indeed turned against him.
He was perhaps twenty miles from camp,
had lost the priceless herbs he had collected,
and was torn and battered from two nights of
pursuit. His physical strength sapped, he called
upon the power he stored within.
Moving his hands in gestures that had long
sense become unconscious, he whispered words
to the bushes and trees near him, asking them
for their help. With a groan the branches
reached down and picked him up gently. He felt
the wind on his face as he soared through the
air, passed from tree to tree, rolled over bushes
and vaulted to the tops of mighty poans.
For perhaps an hour he rode upon the breeze,
letting his body go limp to be better carried
along. At last, his inner energy sapped, he

whispered a word of
unbinding, and the tree he was held by
slowly let him down to the ground.
Rolling off he caught his breath in the grass,
looking up at the towering trees in admiration.
You have done me so much during this life,
and I have truly failed you. Oath or no, it is not
my place to turn you against your nature in
order to serve such base ends.
Sighing, Neesho pushed himself to his feet,
looking around to get his bearings. He judged
the camp to be only a mile or so away, and
began walking, hoping to arrive before
nightfall.
Walking briskly, he noticed the bones far too
late. The tree was already alive, whipping
its many barbed vines out at him, catching
him along the face and thigh. He cried out in
pain, feeling the poison entering his blood and
burning his insides. His muscles exhausted, his
inner reserves drained, he turned to run, and
was caught by another vine around his ankles.
Being pulled along the ground, over the
shattered remains of other people and
creatures as unfortunate or blind as he had
been, he began saying his last goodbyes to the
world he had loved for so long.
With a loud snap, the vine around his ankle
was cut clean, a bolt sinking into the dirt with
a thunk. The tree let out a high-pitched keening
noise, flailing its vines chaotically, trying to
locate its new foe. Neesho glanced around to
find his savior, and, finding no one, got to his
feet and ran. Once he was a safe distance away
he turned back, panting, and looked over the
scene.
The tree was still writhing, six of its tentacles
cut free. Seeing nothing else, Neesho turned
back towards the camp, where he would find
the herbs he needed to heal himself. From the
corner of his eye he saw a shape, and looking
closer saw a tall woman, garbed in deep green
and blending nearly perfectly into the foliage,
perched in a nearby tree, lowering a crossbow.
Noticing his stare, the woman dropped from
the tree and out of sight, but not before Neesho
saw her face.
A woman from his past, from his foolish
youth. Aliana, the Jewel of the North, his lover
and friend for so many years. So much had
happened since that time, since he had trained
her in the ways of the wood, in the ways of

love, in the ways


of the world. So many miles he had
walked between the boy he had been
then, and the man he was now.
They had left one another as lovers of
that age must, in tears and harsh words.
Her accusations still rang in his ears,
calling his oath to the Nudah, his friend,
an act of betrayal to her and the world they
had explored together. The truth he was now
finding in those words seemed so obvious now,
and he chided the boy he had been for his cool
dismissal of her wisdom.
Too late, he remembered that this woman was
no longer just a figment of a dimly remembered
past, but was at that moment running through
the woods away from him and out of his life
forever.
Aliana! He cried, running past the flailing
tree, heedless of the danger, Aliana! He cried
again, tripping on a root and falling face first
in the underbrush, crying for the first time in
many cycles. His face covered by scratches, he
saw a small brooch lying next to him.
Worked silver filigree, in the shape of a dying
orna blossomthe gift he had given her so long
ago, when they had sworn their undying love
to one another in the heat of a tropical night.
Clutching it so tightly his hand began bleeding,
he let the tears stream down his face.
Watching the daylight disappear, Neesho no
longer cared whether or not he made it back to
the camp before night fellhe now knew who
the Lady was, and his heart was breaking.
Throughout the isles and the planes, there can
be found plants hideous beyond any ken. Some
have been twisted and abused by necromancers
and crazed wizards, others have been mutated
by an environment steeped in wild magics,
still others have simply evolved into wickedly
effective forms.
There is a conception, it seems, that plants are
unintelligent creatures, trapped in an immobile
limbo for their lives, or in some rare occasions,
flailing out mindlessly at anything that comes
near. While these plants do of course exist, it would
be most unwise for a serious traveler of the world
to believe this is where it ends. Many trees
live for thousands of years, devouring the
life-force and memories of those who

d i e
a t their
b a s e ,
making them more intelligent than all
but the eldest of dragons or demons.
Others are capable of communicating
with the humanoid races, speaking in
their minds and making alliances and pacts
to further their own lives. Indeed, there are
even those plants who walk amongst us in
perfect mimicry of our forms, speaking in our
voices and sleeping in our bedsnever betraying
the fact that what runs through their veins is not
blood, but sap.
I have chosen here some of those plants I
consider most important for a traveler to have
an awareness of: some of the most dangerous,
or most fascinating, plants to be found in all the
lands.
Though after reading these pages you may be
tempted to stay as far from these beasts as you
can, there are those who shall also be tempted
by thought of fame for slaying such a creature,
out of desire for a particularly useful sap or bark,
or simply for the thrill of dangerand for these
foolish souls I have included a description of the
manners in which these plants fight their battles,
that they may be better prepared should it come
to blows.
Be warned, however, that the information found
herein is simply the knowledge I have gleaned
from these many decades of wandering and
experimentation. I have scars to bear testament
of many a thorn firing plant or acid secreting
tree, but there are no doubt many others I
deemed harmless which for whatever reason
chose simply not to attack my frail form.
At the end of a long life dealing with these
creatures, the best advice I can offer is that
nothing green is truly as it seems.

How to Use This Chapter

This chapter uses a similar format to that used


in the third core rulebook. Each entry includes
a plant name, size, hit-dice (and average hit
points in parenthesis), initiative modifier,
speed, armor class (with modifiers delineated
in parenthesis), forms of attack used,
damage dealt by these attacks, face
and reach, brief special attacks and

qualities, abilities, the climate where the plant is


most commonly found, the numbers the plant is
most commonly found in, a suggested challenge
rating, explanation of treasure found, alignment,
advancement for growing the plants larger, and
where applicable, skills and feats.
A few of these entries deserve individual
explanation:
Speed
Most plants in this chapter have a speed rating
of zero. This means they are rooted in place, and
while they may have appendages which move,
they themselves cannot flee or pursue characters.
In nearly all cases the plants possess something
to compensate for this lack of speed, be it other
creatures protecting them, magical spells, or
long-range attacks.
Special Qualities
All plants, unless otherwise specifically noted,
have a number of innate special abilities. Plants
may not be hit critically, have low-light vision,
and are immune to mind-affecting effects, sleep,
paralysis, stun effects, polymorph and poisons.
Abilities
Many plants are unintelligent or lacking any
dexterity. This is represented by the absence
of a statistic. In the case of a missing ability,
remember that the modifier is 0 (not -5) unless
otherwise indicated.
Climate
The climate listed here is usually a broad
category. More information about the specific
climate may be found in the text description of
the plant. While it is rare, it is not unheard of for
plants to be found outside of their climate.
Challenge Rating
It is important to remember, when including
plant monsters in your adventure, that challenge
rating is based on the assumption that there is a
challenge to fighting the creature. In the case of
plant creatures this means that if the characters
discover an immobile plant they can kill at a
distance with fire, the challenge rating should be
ignored.

Treasure
M o s t plants found in this chapter are
relatively passive, and very few actively seek out
treasure to hoard it. Treasure found with the
plants is therefore not usually found in a lair or
chest of any sort, but rather on the ground where
it has been dropped by the plants previous prey,
or perhaps buried under a layer of soil.
Alignment
With few exceptions plants are always neutral
creatures. By their very nature they tend to kill
exclusively to survive, or as a mechanical reflex.
Those plants which are evil aligned are usually
extremely cruel and demonic.

Blood Root

Huge Plant
Hit Dice: 11d8+35 (85 hp)
Initiative: +4 (Dex)
Speed: 0 ft.
AC: 22 (-2 Size, +4 Dex, +10 natural)
Attacks: 5 tentacle rakes +9 melee
Damage: Tentacle rake 2d6+2
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: Poison
Special Qualities: Plant, blindsight, fire resistance 20, regeneration 10
Saves: Fort +11, Ref +7, Will +5
Abilities: Str 14, Dex 18, Con 18, Int , Wis 15,
Cha 15
Climate/Terrain: Any forest
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Always Neutral
Advancement: 17-32 (Gargantuan)
Blood roots are large predatory trees, relying on quick
speed and deadly poison to fell foes before they can
retaliate.
They get their name from both the rusty red color
of their bark and tendrils, as well as the
copious amounts of blood usually
staining the ground and
other flora in the
general
area.
Blood roots
are tall coniferous
trees,
with a
number
of long and
supple tendrils sprouting from the
trunk.
The
bodies of these tendrils
are lined with eight-inch
long thorns of incredible
hardness, which secrete
a strong muscular
poison.

10

Blood roots get


sustenance
from
the
nutrient rich blood

and decaying flesh of their victims soaking into


the ground after they are slain. The bark of a blood
root has substantial healing properties, good for a
circumstance bonus equal to one-half the blood roots
hit dice (rounded down) on the heal check for which
it is used.
While blood roots are incredibly dangerous to those
who wander accidentally within range of their tendrils, many people have found them to be a useful
source of food. It is not uncommon for resourceful
hunters to remember the location of a blood root, occasionally visiting with ropes to collect the corpses of
the animals that have been slain.

Combat
Blood roots are unintelligent fighters, flailing out at
random whenever any moving creature comes within
range. Their powerful poison usually serves to incapacitate a foe quickly, allowing them to continue their
attack towards the next moving target. They will fight
until they reach 1/4 their full hp, at which point they
will go limp and play dead, a survival mechanism to
allow them time to regenerate.
Poison (Ex): Rake, Fortitude save (DC 19); initial
and secondary damage 3d6 temporary Constitution.
Blindsight (Ex): Grapplers can sense movement
through vibration within 40.

Calendar Bush

Medium-Size Plant
Hit Dice: 3d8+3 (16 hp)
Initiative: +2 (Dex)
Speed: 0 ft.
AC: 15 (+2 Dex, +3 natural, + see text)
Attacks: Burr swarm +5 melee
Damage: 2 damage per round
Face/Reach: 5 ft. by 5 ft./0 ft.
Special Attacks: Burr swarm, defend
Special Qualities: Plant, scent
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 16, Dex 14, Con 12, Int 2,
Wis 10, Cha 11

Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Always Neutral
Advancement: 3-6 HD (Large); 7-16 (Huge)
Calendar bushes are sparse scrub bushes, serving as hive-queen to the thick burrs
that cover their bodies.
The burrs of a calendar bush are
highly mobile
and
razor
sharp, feeding
on
creatures
of all sizes.
Five times
a year a calendar bush
releases
its
burr swarms to
travel far and wide
to provide the bush
with proper nourishment
to spawn. During this period
the burrs may travel weeks away from
their central bush, leaving a wake of death in their
path. All calendar bushes throughout the planes send
their burr swarms on this hunt at precisely the same
time, with a set interval of 70 days between releases.
It is not unheard of for entire villages to pack up all of
their possessions and leave their homes when a burr
swarm is spotted, only to return days later to find
every living thingfrom livestock to insects in the
roofsgone. Indeed, many cultures have holy days
and festival periods that are marked by the arrival of

the burr swarms, no doubt giving rise to


their popular name.

Combat
Calendar bushes themselves are immobile,
but they control thousands of small burrs
through the release of pheromone triggers.
These burrs attack any animal that comes close
to the mother bush, whirring at high speeds and
tearing through flesh and clothing alike. They are
incredibly strong, able to transport the dead or dying
remains of their prey to the central bush, to feed it.
Burr Swarm (Ex): A calendar bush may send out
one swarm of burrs for each hit-die it possesses. Each
swarm is made up of many hundreds of small burrs,
which spin at high speeds, slashing flesh. Victims do
not receive a bonus from armor (excepting natural
armor) against burr swarms, as the burrs simply
enter through small cracks and seams to get to the
flesh beneath. Once swarmed, a victim may make
a Reflex save (DC 24) to escape the vicious swarm.
Normal weapons will not harm a swarm (as there are
too many of them to reasonably kill with a sword or
mace), but certain magical spells are effective,
as is fire (however, keep in mind
that the victim of the swarm
will most likely be damaged by whatever is
used to harm the
burrs). Burrs
effectively
have 1 hp, so
dealing any
damage
to
them
removes
the threat.
Once
engaged by a
swarm,
the
victim
takes
one damage per
round.
Defend (Ex): If the
central bush loses more than
half its health, it summons back its
burrs to defend it. When the burrs coat the bush, it
receives an additional 1 AC for every swarm of burrs
(equal to the bushs hit-dice, minus any that have
been slain).
Plant: Immune to mind-influencing effects, poison,
paralysis, stun, polymorphing and sleep. May not be
critically hit.
Scent (Ex): Calendar bushes can detect other
creatures within 30 using their acute sense of smell.
The burrs of a calendar bush can use their sense of
smell to track down prey across vast distances.

11

Cradle Tree

Huge Plant
Hit Dice: 12d8+72 (126 hp)
Initiative: +5 (Dex)
Speed: 0 ft.
AC: 27 (-2 Size, +5 Dex, +14 natural)
Attacks: Slam +23 melee
Damage: Slam 2d6+14
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: Improved grab, entrap, leech
life

Special Qualities: Plant, fire immunity, detect


thoughts, telepathy
Saves: Fort +18, Ref +11, Will +15
Abilities: Str 38, Dex 20, Con 22, Int 28, Wis 29,
Cha 10
Climate/Terrain: Any forest
Organization: Solitary
Challenge Rating: 9
Treasure: Double standard
Alignment: Usually Neutral Evil
Cradle trees are highly intelligent, malicious beings, collecting the memories and
energy of other creatures in their pursuit
of greater power.
Their trunks are
covered
with
humanoid sized
compartments.
Empty compartments are split
down the center,
revealing a gentle
moss bed. Used
compartments
are sealed, appearing to be large
boles. Cradle trees
secrete
inorganic
matter from their
prey over time through
their bark, resulting in
pieces of armor, clothing
and weapons sticking out from
the trunk.

12

When a cradle tree detects a creature of intelligence (12 or greater) within range, its branches come to life, grappling the creature and
throwing it into one of its empty compart-

ments,
which
immediately
snaps
shut. Cradle trees leech the life from their prisoners,
sustaining them with a nutrient rich tube. A cradle
tree leeches three days of memories, experience, age
and life essence for every day a creature is trapped
within a compartment. Once the trapped creature reverts to one year old, the cradle tree slows its leeching,
letting the infant remain alive, continually aging and
being stripped of its spirit.
When a cradle tree dies, its compartments spring
open, releasing infants and victims who have lost
large swaths of their memories and lives. Occasionally, in search of immortality, someone will intentionally be captured by a cradle treesadly, even if released, nothing will remain of the person they tried to
save. Some societies have successfully utilized cradle
trees as a method of punishment for the most severe
criminals, placing them in the cradles to revert to infancy and begin life anew, with a clean slate.

Combat
Cradle trees are incredibly intelligent and wise, with
thousands of years of absorbed life experience. They often recruit other creatures
to work as guardians, and if losing a
battle will try to bribe their foes
with promises of riches or notable hostages.

Improved Grab (Ex):


On a successful hit, a cradle tree begins a grapple
as a free action (grapple
bonus +37) and an attack of opportunity.
Entrap (Ex): Once
a cradle tree has successfully grappled a
creature, it can place it
within a cradle (Reflex
save DC 25 to escape
the cradle before it
slams shut).
Leech Life (Ex): Cradle trees leech ten years of
life, one level, and one from
each attribute every month a
victim remains within a compartment. This may be reversed
only through use of a wish spell.
Detect Thoughts (Su): A cradle
tree immediately detects the presence and
strength of minds within a 80 radius.
Telepathy (Su): Cradle trees can communicate
via telepathy with any creature speaking Common or
Sylvan within 80.

Creep Grass

Tiny Plant
Hit Dice: 1/4 d8 (1 hp)
Initiative: +2 (Dex)
Speed: 1 ft.
AC: 15 (+2 Size +2 Dex +1 natural)
Attacks: Bite +4 melee
Damage: Bite 5 damage + paralyze
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks: Improved grab, digest, paralyze
Special Qualities: Plant
Saves: Fort +2, Ref +2, Will -2
Abilities: Str 19, Dex 15, Con 11, Int ,
Wis 7, Cha 8
Skills: Move Silently +8*, Hide +12*
Climate/Terrain: Any grassland
Organization: Patch (2-10)
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: 1 HD (Small); 2-6 (Medium-size)
Creep grass is a carnivorous grass that
takes advantage of sleeping or
otherwise
immobilized
creatures to feed itself.
A creep grass
organism
consists of
a patch of
roughly
two feet
by
two
f e e t ,
sharing
the same
root structure
and
moving as a
single entity to
digest prey. Usually many patches of
creep grass are found in
the same region, aiding one
another to take down prey quickly.

Incredibly strong, nearly invisible hairs cover the


blades of creep grass, helping the plant grip on to prey
many times its size until the victim is either paralyzed
or killed. A light digestive acid, which also serves as
a mild paralytic agent, is secreted from the hairs of
creep grass.

Creep grass presents virtually no threat


to an alert animal, much less a humanoid.
Its danger is to those who slumber off on or
near a patch of seemingly innocuous grass.
In inhabited areas, creep grass has usually
been systematically destroyed as a threat to
children and livestock, but in the wilds there
can sometimes exist literally acres covered in the
gripping, clinging, burning greenery.
In remote wilderness creep grass can often grow to
heights of many feet, its digestive juices becoming
much more powerful, and the strength of each blade
of grass increasing radically.

Combat
Creep grass will only attack a creature who has been
immobile for more than an hour, slowly creeping
under the victim to begin grappling and digesting
the fresh prey. If a victim manages to escape, creep
grass will attempt to hideeither under other flora,
or under rocks and dirt if necessaryto avoid further
confrontation.
Improved Grab (Ex): On a successful hit, creep
grass begins a grapple as a free action
(grapple bonus +4) and without provoking an attack
of opportunity. On a
successful grab,
the
creep
grass can
b e g i n
digesting the
victim.

Digest
(Ex):
Once a
victim is
successfully grappled,
creep
grass begins to
digest the creature,
dealing 1d4 damage (Fortitude save DC 12 for half) per
round the victim remains grappled.
Paralyze (Ex): On a successful hit the victim must
make a Fortitude save (DC 8) or be stunned for 1d3
rounds.
Skills: Creep grass gains a +4 racial bonus to Hide
and Move Silently checks when in a grassy region.

13

Curio Vine

Medium-Size Plant
Hit Dice: 2d8+0 (9 hp)
Initiative: +4 (Dex)
Speed: 0 ft.
AC: 16 (+4 Dex, +2 natural)
Attacks: 3 whips +2 melee
Damage: Whip 1d3+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Plant, blindsight, detect
treasure

Saves: Fort +4, Ref +4, Will 0


Abilities: Str 12, Dex 19, Con 12, Int 3, Wis 10,
Cha 11

Skills: Hide +5*, Move Silently +5*,


Pick Pocket +5*

Climate/Terrain: Any jungle


Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Always Neutral
Advancement: 3-4 HD

metals, gems, and magical items, and will only


steal items of these types that are of manageable size
for them (usually anything under 40 pounds). They
continue their thieving until all interesting items have
been stolen, the targets have moved out of range, or
they are discovered and confronted.
Most curio vines are relatively unintelligent, but occasionally, either through the intervention of magic,
or simply from being in close proximity to intelligent
beings, a vine will begin to understand the uses of the
items it thieves, and an adventure may find itself facing a vine armed with daggers, swords, and any other
weaponry it may have acquired over the years.
Certain rogues adore curio vines, transporting them to cities to do their work
for them. Leaving the vine growing in a park frequented by the
wealthy, the rogue can simply
come collect the spoils from
the central trunk every few
days, leaving the vine to
face the dangers of being
caught.

(Large); 5-16 (Huge)


Curio vines are intelligent
plants that have an affinity
for interesting items and
treasures. They are normally found in jungles, but
are often also present in
and around cities and other
centers of trade and movement.
The central trunk of a curio
vine consists of thick ancient
vines wrapped around a constructed pillar of stone and wood
(gathered by the vine over the
years). This trunk is entirely hollow,
with small gaps interspersed throughout
to allow the vine to deposit newly acquired
treasures.
From the central trunk creep the thieving vines themselves (most curio vines have three to five vines), long
and thin appendages ending in three strong leaves
which act as fingers for the vine. These fingers are
incredibly dexterous and silent, and are capable of
opening packs, untying knots, and even causing minor sabotage (such as unfastening buckles or tying
bow-strings in knots).

14

Curio vines have an affinity for precious

Combat
Curio vines hate to
fight, and will attempt
to withdraw to their
central trunk if caught
in the act of pilfering.
Should they be forced to
it, however, all the vines
will converge on a single
opponent, whipping the
victim to unconsciousness,
at which point the vines turn
to the next threat. If more
than 3 points of damage is
done to a single vine, the vine is
destroyed.
Plant: Immune to mind-influencing effects, poison, paralysis, stun,
polymorphing and sleep. May not be critically hit.
Blindsight (Ex): Curio vines can sense movement
through vibration within 15.
Detect Treasure (Ex): Curio vines can detect the
presence of precious metals (such as gold, platinum
and silver), gems, and items that give off a magical
aura, up to 100 away.
Skills: Curio vines receive a +8 racial bonus to Pick
Pocket checks. They also receive a +4 racial bonus to
Hide and Move Silently checks. In dense jungle the
Hide bonus increases to +8.

Desert Weed

Gargantuan Plant
Hit Dice: 20 d8+200 (290 hp)
Initiative: +0 (Dex)
Speed: 0 ft.
AC: 32 (-4 Size, +26 natural)
Attacks: Slam +26 melee
Damage: Slam 2d8+11
Face/Reach: 20 ft. by 40 ft./30 ft.
Special Attacks: Engulf, tremor, water blast
Special Qualities: Plant, fire immunity
Saves: Fort +22, Ref +6, Will +10
Abilities: Str 32, Dex 11, Con 31, Int 14,
Wis 19, Cha 17

Climate/Terrain: Desert
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Always Neutral
Desert weeds live to be thousands of years old,
many accumulating great knowledge and power
over the course of their long lives. They are
enormous plants which hide their entire mass
beneath the desert sands and water, appearing to animals and adventurers to be a muchneeded oasis. The plant has a high-walled dish
which stores water sucked up through a central
root, capable of burrowing as deeply as
2,000 feet to find a reliable source of

water. This dish


is surrounded by leaves that
are covered in sand over time, hiding them
completely. The largest and oldest of the desert
weeds use their steady supply of water to irrigate
plants desirable to prey (such as fruit trees), to
create an even more lush and appealing oasis.
When hungry, the weed folds up suddenly, engulfing everythingsand, other plants, horses,
people, and tentsinto the reservoir, and digesting them over a period of days or weeks.
Once it is finished feasting, the desert plant

opens its leaves again,


beginning the cycle anew.
Desert weeds are highly intelligent, and will often allow entire trading communities to build
up around them before folding in on themselveskilling hundreds of people instantly.
Many cultures have found it worthwhile to
form symbiotic relationships with desert weeds.
Some worship the weeds as gods, offering up
sacrifices (animal or human) to keep the weed
sated. Some accept the risks of gathering water
for their village. Some larger and more powerful tribes have even rooted out and clipped the
leaves off completely, leaving them with a perfect supply of water at no risk to themselves.

Combat
Desert weeds do not like engaging in direct
combat, instead waiting until the best moment
to spring. If forced, the long leaves which form
their trap can act as weapons, slamming into
foes. If a battle goes badly, a desert weed will
hide by burrowing its leaves deeply into the
sand.
Engulf (Ex): Any creature within 10 of
the reservoir is automatically engulfed. Any
within 30 may make a Reflex save (DC 25)
to escape. All nearby creatures take 3d6
damage from debris and being thrown.
Engulfed victims take
1d6 damage

(Fortitude
save DC 20 to
negate) every round. An
engulfed creature may tear the outer leaves and
escape by dealing 60 damage (AC 32).
Tremor (Ex): A desert weed can cause the
ground to shake violently within a one-mile radius, forcing all creatures on the ground to make
a Reflex save (DC 20) or be thrown into the air
and take 1d6 points of subdual damage.
Water Blast (Ex): Three times per day a
desert weed can spray a high-pressure blast of
water at a target, causing 4d6 points of damage.

15

Drooler

Huge Plant
Hit Dice: 15d8+50 (107 hp)
Initiative: +6 (Dex)
Speed: 0 ft.
AC: 24 (-2 Size, +6 Dex, +10 natural)
Attacks: 10 whips +14 melee; +15 ranged
Damage: Whip 2d4+5; or by thrown item
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: Improved grab, constrict 1d4+5,
swallow whole, poison bile
Special Qualities: Plant, blindsight
Saves: Fort +13, Ref +10, Will +8
Abilities: Str 20, Dex 22, Con 19, Int 18, Wis 16,
Cha 17
Feats: Improved Unarmed Strike, Deflect Arrows
Climate/Terrain: Any forest
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Neutral Evil
Advancement: 17-32 HD (Gargantuan)
Droolers are found in any forest type, although most
inhabited areas have long since organized groups to wipe out any
nearby droolers. They
are solitary trees, and
keep the area surrounding them
clear of any
large plants or
other trees.
The most obvious feature
of the tree, and
that which gave
birth to its derogatory name, is the large
gaping split down its center which serves as a mouth.
When the drooler anticipates food, it begins secreting a strong digestive sap which oozes from
the maw in a truly disgusting display. Droolers possess many tentacles (ranging from a few to upwards
of fifty) which they use to catch prey and drag them to
their maws. Droolers have dark grayish-brown bark
and tentacles. As they age they grow darker, eventually becoming completely black.

16

Droolers are highly intelligent, and enjoy causing as much pain and suffering as they can.
A favorite tactic is to capture a child or other

weak member of a group, and keep them confined


to the clearing surrounding the drooler, sometimes
for weeks or months, until hunger becomes too great
and the drooler feeds.

Combat
Droolers make the most of their many attacks, initially engaging as many opponents as possible to gauge
their threat. After two rounds of probing, a drooler
will focus all of its attacks on one or two of the strongest opponents, trying to whip them into submission
before bringing them to its deadly maw. If things start
going very badly, a drooler will regurgitate all victims
and use its poison bile attack in an effort to frighten
away its foes. Droolers can deflect arrows with their
many tentacles, and may also hurl nearby objects
(such as rocks or corpses) to attack foes using ranged
weapons.
Improved Grab (Ex): On a successful hit, a
drooler begins a grapple as a free action (grapple bonus +24) and without provoking an attack of opportunity. On a successful grab, the drooler can attempt to
swallow the victim whole the next round.
Swallow Whole (Ex): A drooler can swallow
any creature at least one size category smaller than
itself with a successful grapple check (grapple bonus
+24), assuming it has already made a successful grab
on the creature. Once a victim has been
placed inside a droolers maw,
it takes 3d4 points of acid
damage a round from
the harsh digestive
sap (objects are
also damaged). A
swallowed victim may attempt
to make a successful grapple
check each round
to escape. Once
the drooler is slain,
no check is needed to
crawl out of the maw. A
drooler can hold 2 Large, 8
Medium-size, or 32 Small creatures at any given time.
Poison Bile (Ex): Once per day a drooler may
regurgitate all the contents of its maw, along with
an enormous quantity of bile, dealing 6d6 damage
(Fortitude save for half) to any creature within melee
range.
Constrict (Ex): Once a successful grapple check
has been made, a drooler deals 1d4+5 points of damage per round.
Blindsight (Ex): Droolers can sense movement
through vibration within 40.

Glow Petal

Medium-Size Plant
Hit Dice: 2d8+0 (9 hp)
Initiative: +2 (Dex)
Speed: 0 ft.
AC: 16 (+2 Dex, +5 natural)
Attacks: Flaming pouch +3 ranged
Damage: Fire 1d6, see comments
Face/Reach: 5 ft. by 5 ft./0 ft.
Special Attacks: Oil spray, flaming pouch
Special Qualities: Plant, blindsight, fire immunity

Saves: Fort +3, Ref +2, Will +1


Abilities: Str 16, Dex 15, Con 11, Int ,
Wis 13, Cha 8

Climate/Terrain: Any temperate


Organization: Solitary
Challenge Rating: 2
Treasure: 50% coins; no goods; no items
Alignment: Always Neutral
Advancement: 3-4 HD (Large)
Glow petals grow in all temperate climates,
standing roughly six feet high at maturity. Long stems branch off from
the central stalk, hanging down
in an elegant arc and suspending fairly large pods.
These pods are full of a
flammable oil, which is
used both for defense
and
procreation.
When darkness falls,
small wicks that feed
down into the pods fill
with oil, and the plant
releases a cascade of
sparks, igniting all of
the pods. This light
attracts
hundreds
of nocturnal insects,
which land on the warm
pods, gathering pollen on
their feet to later spread to
other plants.
The pods of the glow petal also
provide a ready source of high-quality, long-burning lamp oil. Harvesting
these
explosive spheres is dangerous in the extreme
one wrong move and the plant will ignite an orb
and launch it at the thiefbut for many peasants
the profits from an oil harvest can represent an
entire years
wages.

Glow petals are not aggressive plants by


nature, though they will defend themselves
if molested, and so it is possible, by moving
slowly and gently, to coax the plant to give up
its fiery treasure. Treat this as a Pick Pockets
roll (DC 15) with a failed roll sparking an attack
by the plant.
Once harvested, glow petal pods are most often
used simply as a source of lamp oil. They can,
however, also be used as a natural substitute for
Alchemists Fire, with the same effects.

Combat
Glow petals attack by hurling their pods of oil at
a victim at distances of up to 100. Upon separation from the plant, a wick is ignited in the pod,
and on impact the pod explodes in a shower of
flaming oil. Glow petals can fight in close combat in the same manner, exploding pods against
opponents in melee combat.
Oil Spray (Ex): A glow petal may make a
ranged attack (+3 to hit, 20 range increment) in
order to spray a target with a jet of highly
flammable oil. If struck, the victim
must make a Fortitude save
(DC 13) or be blinded for 1d4
rounds. Additionally, a target struck by oil takes an
additional 1d4 damage
if struck by a flaming
pouch.

Flaming
Pouch
(Ex): If struck by a
flaming pouch, the victim must make a Reflex
save (DC 15) or catch on
fire, taking 1d6 damage
that round. Every subsequent round, the victim
must make another Reflex save (DC 15) or take
another 1d6 damage. If
this save is successful,
the fire is extinguished.
Each flammable item on
the victims person must
make a Reflex save (DC 15)
or take 1d6 points of damage
itself. Submerging oneself in
water will automatically extinguish the fire, and
various modifiers (such as rolling in wet grass)
may offer a bonus to the save.
Blindsight (Ex): Glow petals can sense
movement through vibration within 300.

17

Gahsaye

Medium-Size Plant
Hit Dice: 8d8+0 (36 hp)
Initiative: +2 (Dex)
Speed: 10 ft.
AC: 22 (+2 Dex, +10 natural)
Attacks: Ray +8 ranged touch
Damage: Ray 2d8+4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Disintegrate ray
Special Qualities: Plant, blindsight, fire immunity, SR 20, damage reduction 10/+1, telephaty
Saves: Fort +6, Ref +4, Will +4
Abilities: Str 7, Dex 14, Con 11, Int 19, Wis
16, Cha 14
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 7
Treasure: No coins; no
goods; double items
Alignment: Usually
Neutral Evil

Advancement:
3-4 HD (Large)
Gahsayes are abhorrent
plants,
imbued with a high
intelligence and an
endless thirst for
the energy of living
creatures.
A gahsaye stands
roughly six feet
high, with a sickly
yellow flower blooming above a tall, thin
stalk. They walk on root
bundles, settling into the
ground at night to rest
and to absorb water.
The flower of a gahsaye is a dull
yellow, with thousands of small
petals surrounding a core that is as
black as night. The pollen of a gahsaye is
a potent hallucinogen, and occasionally gahsayes
will have thralls, bound to them by their need for the
drug.

18

This flower is capable of firing a harmful


energy ray at threats, and disintegrating
vegetable and animal matter to feed the

gahsaye. These plants prefer to feed on powerful


creatures, especially those who possess some small
degree of magic. A tree or mundane animal is a last
resort for a gahsayes meal, and good aligned magical
creatures (such as unicorns) are the most sought after
repast.
Gahsayes often work together with evil spellcasters,
guarding their fortresses in exchange for the lives of
the spellcasters powerful enemies.
Occasionally a gahsaye will turn to the side of good,
using their power to fight evil in the world. Good
gahsayes particularly hunt out evil gahsayes, trying
to either convert their evil brethren or remove them
from the world entirely.
Nearly every part of a gahsaye has an
alchemical or mystical use. The
leaves and stem can be used as
a powerful healing agent, the
root cluster can be used to
brew potions of telepathy,
and the deadly flower itself can be transformed
with time and energy
into a deadly wand.

Combat
Gahsayes
attack
from hiding, targetting creatures they
perceive as a threat
first, attempting to
catch as many as
possible in their disintegrate ray. They
will continue disintegrating until they
are exhausted, turning
then to their offensive
ray. Should the battle
turn against them, they
will try to bribe their enemies with promises of treasure and other great rewards.
Disintegrate Ray (Su): Five
times per day a gahsaye may attack
with a disintegrate ray. This ray covers
a 10 cone, causing all objects and creatures
which fail their saves (Fortitude save DC 18) to be
turned into a nutrient-rich powder. A successful save
means the victim takes 4d6 points of damage.
Telepathy (Su): A gahsaye can communicate via
telepathy with any intelligent creature.
Blindsight (Ex): Gahsayes can sense movement
through vibration within 50.

Gold Tip

Large Plant
Hit Dice: 4d8+3 (30 hp)
Initiative: +2 (Dex)
Speed: 0 ft.
AC: 16 (-1 Size, +2 Dex, +5 natural)
Attacks: Piercing thorns +8 ranged
Damage: Thorns 1d8+4
Face/Reach: 5 ft. by 5 ft./0 ft.
Special Attacks: Poison, barrage
Special Qualities: Plant, blindsight, fire resistance 20

Saves: Fort +7, Ref +3, Will +1


Abilities: Str 20, Dex 15, Con 16, Int ,
Wis 11, Cha 11

Climate/Terrain: Desert
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Always Neutral
Advancement: 5-16 HD (Huge)
Gold tips are tall desert plants,
standing eight feet at the
peak. They branch off
into smaller stalks
as they grow,
extending
out to catch
more of
the suns
r a y s .
Their
thick
flesh is
a dark
green,
easily visible from
long distances in the desert.
Small,
purple
flowers blossom on
gold tips in the spring,
bearing a fragrant scent said to
be the souls of all the gold tip has slain.
Covering the flesh of a gold tip as thickly as hair are
four inch long needles which can be propelled at high
velocity for defense. The points of these needles are
coated in a sticky liquid, which in the sunlight looks
strikingly like gold. This poison is strong enough to
kill most creatures that try to approach the gold tip
to take advantage of its moist flesh, as well as any
animals or
adventurers who happen to pass too

near one on their way


through the desert.
Gold tips are most commonly found by oases
or small pools of water, often being actively
cultivated at these key locations by nomadic
tribes who have mastered the art of passing
through a gold tips range unharmed.
For many, gold tips provide an affordable and effective security measure, and it is not unusual to
find them deep within a castles vaults, guarding
particularly valuable treasures. They detect movement through vibrations in the ground and air, and
a successful Move Silently check (DC 25) will prevent
them from attacking.
The flesh of the gold tip is rich and sweet, and one of
the most favored desserts of the wealthy. As a result,
the remains of a full-grown gold tip can fetch up to
100 gold pieces if well preserved.

Combat
Gold tips are unintelligent, striking out blindly at anything within their strike range of
40 that makes noise. Their
poisoned needles are
their only defense,
being launched
at high velocity with
deadly
accuracy.
A gold
tip can
move
i t s
needles
slightly
to align
them
to
any angle, so
that prey cannot sneak above
or below the gold tip
unscathed. Upon death,
gold tips release all their needles in
a flurry.
Poison (Ex): Pierce, Fortitude save (DC 19); initial
and secondary damage 3d6 temporary Constitution.
Barrage (Ex): Any creature within 40 of a gold tip
when it dies is struck by 1d4+1 (Reflex save DC 18 for
half this number) needles which are expelled from
the gold tip in its final moments.
Blindsight (Ex): Gold tips can sense movement through vibration within 40.

19

Golden Lash

Medium-Size Plant
Hit Dice: 4d8+6 (30 hp)
Initiative: +2 (Dex)
Speed: 0 ft.
AC: 17 (+2 Dex, +5 natural)
Attacks: Lash +6 melee; or thorns +5 ranged
Damage: Lash 1d6+3 and energy drain; or
thorns 1d6

Face/Reach: 5 ft. by 5 ft./10 ft.


Special Attacks: Energy drain, thorn spray
Special Qualities: Plant, blindsight
Saves: Fort +7, Ref +3, Will +1
Abilities: Str 16, Dex 15, Con 16,
Int , Wis 10, Cha 11

Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always
Neutral

Advancement:
5-6 HD (Large); 7-16
(Huge)
Golden lashes are
thick, green bushes,
with long tendrils
that creep along the
ground as feelers.
The bush is full of
thorny
branches,
though the tendrils
themselves
are
smooth and slick.
Lashes feed on the
life force of other
plants and animals,
whipping out with
their tendrils to absorb
a creatures energy. The
area around a golden
lash is usually barren of
any other flora, it all having
been devoured by the lashs insatiable hunger. Certain rodents
have built up a resistance to the
lashs draining powers, and survive exclusively off the empty husks of creatures
slain by the golden lash.

20

Golden lashes can excite their bulk at will,


forcing hundreds of small thorns to propel

out at high velocities. These thorns are tipped with


a fairly weak poison that is used by many cultures as
a hallucinogen in religious and spiritual ceremonies.
The poison itself causes tremors and weakness, as
well as visions of a polarized world, in which things
are reduced to incredibly black and white (both literal
and figuratively speaking) manifestations.
In the alchemists lore, the flesh of the golden lashs
tendril is said to be one of the keys to the process used
to transform base substances into gold. Whether or
not this is true is a matter of some speculation, as no
single set of lore manages to agree on what the other,
less important, components might beand
lash tendrils are difficult enough to
come by that mere trial and error
has little success.

Combat
Golden lashes feed on
the energy of the living, and to this end
will wait until a
creature is within
melee range before lashing out at
any living thing
within
range.
If combat has
been initiated
and there are no
living creatures
within melee,
the golden lash
will fire thorns
at any creatures
within range.

E n e r g y
Drain (Su):
Any living creature successfully
hit by a golden
lash in melee combat suffers 1 negative
level.

Thorn Spray (Ex):


Once per round a golden
lash can send out a spray
of thorns. These thorns are
tipped with a minor poison,
and anyone struck by one must
make a successful Fortitude save
(DC 13) or suffer 1 point of temporary
Constitution damage.
Blindsight (Ex): Golden lashes can sense movement through vibration within 50.

Green Blight

Small Plant
Hit Dice: 1d8+3 (8 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 14 (+1 Size, +1 Dex, +2 natural)
Attacks: Slam +1 melee
Damage: Slam 1d4
Face/Reach: 5 ft. by 5 ft./0 ft.
Special Attacks: Acid touch, acid spray
Special Qualities: Plant, blindsight, acid immunity, fire immunity
Saves: Fort +4, Ref +1, Will -4
Abilities: Str 10, Dex 12, Con 17, Int ,
Wis 4, Cha 4
Climate/Terrain: All
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Always Neutral
Advancement: 2 HD (Medium-Size); 3-4 HD
(Large); 5-16 HD (Huge)
A green blight is a tangled mass
of leaves, roots, stalks
and thorns, usually in the form
of a rough
sphere.

Green
blights
are incredibly light weight,
and usually move
about by riding the wind
across the landscape. If there is no
wind, or if they are in combat, they use their roots
to push themselves in the direction they need to go.
Though an awkward mode of transportation, they are
surprisingly quick and agile.

Green blights constantly secrete a strong


acid from their leaves, dissolving all they roll
over and absorbing it as they move through
their loose root structure. Often the path of
destruction a green blight leaves will continue
for hundreds of miles, weaving to and fro in an
unintelligible path until finally slain by chance
or design.
Cunning generals, sorcerers and evil-doers have
been to known to keep green blights in captivity, feeding them constantly until they grow to unnatural size,
and then releasing them on enemy armies, innocent
townships, and meddling adventurers.

Combat
Green blights are unintelligent, single-track creatures. They exist simply to roam the world, feeding
constantly on vegetation and other life. If confronted,
a green blight will face the source of the attack, spraying acid at it and attempting to slam into it until it
dies. Green blights are easily confused by multiple opponents, and will often weave back and forth if unsure
where the threat truly lies.
Acid Touch (Ex): If successfully hit by
a green blight, the victim takes
an additional 1d6 points
of acid damage, and
all items on the
victims person must
make a
Reflex
save
(DC
1 5 )
o r
take
2 0
points
of damage. Any
weapon
used to attack the green
blight must also
make a successful save
or take this damage.
Acid Spray (Su): Twice per
day a green blight may spray forth acid in a 20
cone, dealing 4d6 points of damage (Reflex save 12
for half).
Blindsight (Ex): Green blights can sense
movement through vibration within 10.

21

Jug Vine

Large Plant
Hit Dice: 4d8+12 (30 hp)
Initiative: +2 (Dex)
Speed: 0 ft.
AC: 17 (-1 Size, +2 Dex, +6 natural)
Attacks: Slam +7 melee
Damage: Slam 1d8+4
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Pit trap, digestive acid, swamp
control

Special Qualities: Plant


Saves: Fort +7, Ref +3, Will +4
Abilities: Str 19, Dex 14, Con 17, Int 2, Wis 16, Cha
17

Climate/Terrain: Swamp
Organization: Cluster (4-10)
Challenge Rating: 3
Treasure: 50% standard
Alignment: Always Neutral
Jug vines grow in heavy swamp, feeding on animals
who fall into their traps, and serving to teach travelers
a lesson in taking care, even on the safest looking of
swamp paths.
Jug vines are entirely submerged
throughout
their lives, so very
few
adventures
have ever actually
seen
one (except
for the unlucky few
who have
gotten
a
firsthand
view
of
the inside).
The stalk of a
jug vine grows
from the bottom
of a deep swamp pit,
sending out a number
of jugs which stand roughly
7 high and 6 in diameter. These
jugs have thick flaps which cover them, and
which appear to all outward appearances to be a section of solid ground, with thin grass-like hairs covering them to complete the illusion. Each jug also sends
out a number of thick vines which it can use to
defend itself in emergencies.

22

Jug vines have a passive form of hunting, simply waiting for a hapless animal or adventurer to step
on their camouflaged lid. Once sufficient pressure is
exerted (any creature weighing more than 50 lbs), the
lid collapses, allowing the creature to fall into the jug,
which is then covered again immediately, trapping
the creature in a bath of intense digestive acid.
Each jug fights as an independent creature, and the
jugs are the obvious target for any attack. In order
to completely destroy a jug plants, every vine must
be killed, and the adventurers must make their way
to the central stalk somehow to kill it. The stalks
are often under dirt and swamp-water, so getting to
one may prove difficult. As an optional rule you may
choose to award an additional 25% experience bonus
for each jug killed if the central stalk is also slain.

Combat
Jug vines prefer to let their prey fall into them and be
dissolved to provide nutrients. If a jug vine is attacked,
however, it will defend itself with its vines, slamming
into any foes to try to frighten them away. If the battle
continues to go badly, the vine will retract, and the jug
vine will simply play dead, hoping to be left alone.
Digestive Acid (Ex): Any creature which has fallen into a jug takes 2d4 damage per round (Fortitude
save DC 18 for half). Any creature reaching into a jug (for example, to
try to help a fallen friend),
must make the same
save or suffer 2d4
damage.

Pit
Trap
(Ex): Any
creature
who walks
across the
lid of a jug
vine must
make
a
Reflex save
(DC 25) or
fall in and be
trapped in the
digestive acid. A
creature trapped inside the jug can attempt
to tear free with a piercing or
slashing weapon by dealing 15 damage
to the inside of the jug (-6 to all attacks). The AC on
the inside of the jug is 15.
Swamp Control (Su): A jug vine can, as a standard action, cause the ground in the swamp to soften
and buckle, causing all creatures within twenty feet to
make a Reflex save (DC 15) or fall into a jug.

Leafers

Diminutive Plant
Hit Dice: 1/4 d8+0 (1 hp)
Initiative: +4 (Dex)
Speed: 1 ft.
AC: 18 (+4 Size, +4 Dex)
Attacks: Bite +0 melee
Damage: Bite 1d2
Face/Reach: 1 ft. by 1 ft./0 ft.
Special Attacks: Infiltrate, leech strength
Special Qualities: Plant, camoflauge
Saves: Fort +0, Ref +4, Will -4
Abilities: Str 6, Dex 18, Con 10, Int 4,
Wis 2, Cha 2

Climate/Terrain: Deciduous forest


Organization: Cluster (5-15) or swarm (20-50)
Challenge Rating: 1/4
Treasure: None
Alignment: Usually Neutral
Leafers are small plants that dwell in treetops and drop down on animal and humanoid prey to feed. They are usually found in old forests, above
well-worn paths and trails.
A leafer looks like a small,
rather uninteresting leaf,
but on careful inspection
can be seen to have a
number of tiny teeth
around a small mouth,
used to drink the blood
of prey. Leafers shift
color slowly to match
the foliage of the tree
they are using as a
nest.
When dropping from
a tree, a leafer uses its
body as a rudder in the
air to direct itself on to
prey. Once on a creature
or on the ground, a leafer
moves much like a slug, undulating its body along a surface. This form of locomotion
is quite slow, but allows a leafer
to climb vertical surfaces such as
trees or walls with no difficulty.
Leafers are often used as a form of defense by
intelligent trees, as well as by intelligent humanoids
inhabiting forests. Often bandits will collect sacks

of leafers to drop on innocent travelers,


waiting for them to finish their meal before
stripping the victims of their treasures.
Occasionally leafers will become organized by
a particularly intelligent leafer, or an outside
influence, and work towards more long-term
goalsin some cases even turning to the side of
good and working towards bringing joy into the
world and making it a safer place for all.

Combat
Leafers prefer to attack en masse, either killing or
maiming their prey sufficiently that they can feed at
their leisure. If a victim doesnt die during the initial
assault, a leafer will move for a better position, either
burrowing under the flesh or crawling up into armor.
Once firmly entrenched, leafers will leech the strength
out of a victim.
Infiltrate (Ex): A leafer may choose to infiltrate
any creature it has contact with, making a melee attack to determine whether or not the attempt
is successful. If the victim is wearing no
armor, the leafer can be extracted as
a partial action with a successful
melee attack. If the victim is wearing light armor, the leafer can be
extracted as a full action with a
successful melee attack. If the
victim is wearing medium or
heavier armor, the leafer
can only be extracted
by removing the armor
completely and making a
successful melee attack.
While a leafer is infiltrated, it automatically hits,
causing the victim to
make a successful save or
lose a point of strength.

Leech
Strength
(Ex): Any creature hit
by a leafer must make a
Fortitude save (DC 10) or
temporarily lose one point
of strength. A leafer gains an
extra 4 temporary hit points
every time it successfully drains
a strength point from a creature.
Leech strength may only be used
once every five rounds.
Camoflauge (Ex): A leafer can
change its body color to match that of
its surroundings. This process takes five
rounds, conferring a +6 bonus to all Hide
checks.

23

Onars Club

Large Plant
Hit Dice: 8d8+4 (68 hp)
Initiative: +2 (Dex)
Speed: 0 ft.
AC: 18 (-1 size, +2 Dex, +7 natural)
Attacks: Slam +12/+7 melee
Damage: Slam 2d6+6
Face/Reach: 5 ft. by 5 ft./0 ft.
Special Qualities: Plant, blindsight, fire resistance 20

Saves: Fort +10, Ref +4, Will +2


Abilities: Str 22, Dex 15, Con 18, Int ,
Wis 11, Cha 11
Feats: Improved Unarmed Strike,
Deflect Arrows
Climate/Terrain: All forest
and plains
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always
Neutral
Advancement: 9-16
(Huge)
Onars club is a large
tree, growing up to
30 in height, and
forked into two distinct trunks. When a
creature walks beneath
one of the trunks the
tree reacts by slamming down, crushing
whatever poor animal
or traveler failed to notice the blood-stains and
crushed bones of former
victims.
Legend says that these
mighty trees sprung up
wherever the shards of Onars
shattered club landed, after his
mighty battle with the gods. For
this reason, followers of the Sect
of Onar consider the trees highly sacred, and will often sacrifice creatures
(including, on occasion, humans) to the
clubs, and defend them from any who
would try to destroy them.

24

Clubs would normally be unable to retali-

ate against range attacks, if not for a symbiotic


relationship that has sprung up between them and
stafflings. Near every club can be found 3d4 stafflings,
who take their share of the clubs kills to sustain themselves. If prey is not killed immediately, and attempts
to fight back using ranged weapons, the stafflings attack, retreating to safety if attacked themselves, and
always attempting to lure the opponents back within
the clubs range.
In certain highly eccentric circles, surviving a clubs
attack is considered a mark of manliness and stamina.
Entire clubs (pardon the pun), have
sprung up around this bizarre
act, with young men going
out at night to a nearby
Onars club, to watch
one of their fellows
nearly pummeled
to death, before
being dragged
to safety and a
night of cajoling and revelry.

Combat
Onars
c l u b s
possess
no intelligence,
simply
waiting
for prey
to
walk
within
range before slamming down
and attacking.
Both
trunks of a
club can attack
simultaneously,
but are constrained to attacks
on separate sides
of the tree (therefore
both trunks cannot attack the same opponent at
the same time).
Blindsight (Ex): Onars
clubs can sense movement through
vibration within 20.

Pruner

Large Plant
Hit Dice: 6d8+24 (51 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 0 ft.
AC: 20 (-1 Size, +2 Dex, +9 natural)
Attacks: Slash +9 melee
Damage: Slash 1d8+5
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Decapitate, bladewind, damage
reduction 5/+1, immune to piercing
Special Qualities: Plant, blindsight
Saves: Fort +9, Ref +4, Will +2
Abilities: Str 21, Dex 14, Con 20, Int ,
Wis 11, Cha 10
Climate/Terrain: All
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Neutral
Advancement: 7-16 HD
(Huge)
Pruners are unintelligent
plants most often found in
heavy jungle. On average
they stand nine feet tall,
with their tops drooping
over lazily.
In spite of their complete lack of intelligence, pruners are
fearsome foes. They
have evolved to handle
nearly any circumstance with deadly
efficiency, and all but
the most cunning of adventurers learn quickly
to avoid this innocent
looking plant.

An adult pruner has two


blades, each roughly three
feet long, which the pruner
can swing at high speed to
slice its preys head cleanly from
their body. The blades of a pruner
are specialized combat leaves, with
thick xylem fibers running through
them that fill with iron and other metals
from the earth. Up its stalk, a pruner secretes
excess iron in the form of small jagged pieces, which
it can propel
at high velocity through the air to

protect itself from creatures using ranged


attacks.
Pruners blend in nearly perfectly with surrounding vegetation, dragging their prey behind their heavy leaves to hide the corpse from
view while it decomposes. Noticing a pruner
means seeing the corpses or blood behind the
foliage (Spot check DC 25) or identifying this fairly
rare plant by its shape and coloration (Wilderness
Lore or Knowledge: Plants check DC 25).
Once separated from the plant, the blades of a pruner
retain their decapitation ability for twenty-four hours
before their decomposition renders them useless as
weapons. A blade can be wielded as a medium
weapon.

Combat
Pruners lie in wait until a
victim comes within range,
suddenly springing to life
to slash off their victims
head. Pruners tend to
attack only in melee,
using their bladewind
ability only as a last
resort, as prey slain
from a distance cannot be recovered
and consumed.

Decapitate
(Ex): On a critical
hit (threat range
19-20), a pruner
catches its victim
between its shears
and
completely
decapitates them.
For nearly all creatures, decapitation
results in instant
death.

Bladewind (Su):
Four times per day
as a supernatural ability, a pruner can launch
hundreds of razor-sharp
shards out in a 20 cone.
Any creature caught within
the bladewind takes 4d6
points of damage (Reflex save
DC 17 for half).
Blindsight (Ex): Pruners can
sense movement through vibration
within 30.

25

Rambling Rose

Medium-size Plant
Hit Dice: 2d8+5 (14 hp)
Initiative: +4 (Dex)
Speed: 50 ft.
AC: 17 (+4 Dex, +3 natural)
Attacks: Claw +6 melee
Damage: Claw 1d4+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Plant, half damage from
piercing

Saves: Fort +8, Ref +4, Will +0


Abilities: Str 17, Dex 19, Con 20, Int 3, Wis 10, Cha
7

Skills: Hide +9, Intuit Direction +5, Jump +8,


Move Silently +9, Sense Motive +5
Feats: Weapon Finesse (claw)
Climate/Terrain: Any Land
Organization: Solitary or
pack (2-16)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Neutral

Advancement:
3-4 (Large)
Rambling roses
are pack flowers,
preying
on everything
from
small
rodents
and
vermin to humanoids and
other
large
mammals.
Rambling
roses
stand
roughly six feet
high at maturity,
with thick thorny
branches and gentle pink
blossoms. When uprooted, they scurry
along on four thick
roots, ending in root
balls with small feelerroots offering additional
support and sensory input.

26

In the wild, rambling roses

cluster in wide circles with up to fifteen other


roses, preferring areas in which the surrounding foliage is dense enough to hide them at least partially.
Once a victim enters the circle, the roses uproot and
come together to form a much tighter, impenetrable
circle around the unlucky creature. Most animals kill
themselves by struggling against the sharp thorns,
while some are simply starved to death by the resolute
roses. Once dead, the roses take in the vital nutrients
of the corpses through their roots.
Rambling roses are intelligent enough that they can be
trained to do simple tasks, such as guarding prisoners
or hunting prey for an owner. They can be taught to
identify a person as the alpha rose, following simple
requests from that person as they would the leader of
their pack. If kept well fed and happy, a rambling rose
is no more likely to kill and eat a prisoner
than any well trained guard dog would
be. Trained rambling roses are rare
to find for sale, and sell for anywhere from 400 to 2000 gold
pieces, depending on the
level of training.

Combat
Rambling
roses
usually kill their
victims in a passive manner, by
either letting the
frantic prey rend
themselves to
death on their
thorns, or by
starving them
to death. However, if a victim
does damage to
a rose, the rose
will fight back
actively, using
its thick thorncovered branches
to claw the offending adventurer
into submission or
death.

Half
Damage
from
Piercing
(Ex): Any piercing
weapon does one-half
damage to a rambling rose,
minimum of 1 point.

Sea Scourge

Colossal Plant
Hit Dice: 32d8+288 (432 hp)
Initiative: -2 (Dex)
Speed: Swim 10 ft.
AC: 25 (-8 Size, -2 Dex, +25 natural)
Attacks: Slam +37 melee
Damage: Slam 4d6+13
Face/Reach: 50 ft. by 200 ft./20 ft.
Special Attacks: Improved grab, constrict
4d6+13, tear

Special Qualities: Plant


Saves: Fort +27, Ref +8, Will +11
Abilities: Str 36, Dex 7, Con 28, Int 2,
Wis 13, Cha 11

Climate/Terrain: Any ocean


Organization: Solitary
Challenge Rating: 14
Treasure: Double standard
Alignment: Always Neutral
Few things bring such fear to the hearts of those who
travel the sea as the cry of sea scourge. These massive plants have destroyed entire fleets, changing the
outcome of great wars through simple chance.
Sea scourges look like massive slicks of seaweed,
floating peacefully on the oceans surface. They usually have large amounts of flotsam tangled within
thembits of boats, chests of treasure, half-digested
whales, and anything else they may have collected
that could not be easily digested.
When they sense prey of large enough
size (longer than 30), they
begin floating slowly
and naturally to
intercept the
victims
path.
Once
t h e
creature
o
r
boat
makes
its way
far enough
within
the
mass of seaweed,
the sea scourge attacks,
slamming its heavy tendrils
against the side and attempting to gain a hold. If
it does succeed in getting a grip, the sea scourge uses

its incredible strength to tear the boat or


creature apart, feasting on its insides.
Many sailors have survived an encounter with
a sea scourge by simply swimming away after
their boat was attacked. Since scourges expect
their prey to be dead after being torn apart,
they very rarely will pursue anything not huge or
larger in the water around them.
Exceptionally daring and smart captains have used
sea scourges to their advantage, leading a pursuing
fleet within range of the beast, then leaving them to
their ruin as they quickly depart the area. Particularly insane warlords have even been known to keep
sea scourges as guardians of their harbors or island
fortresses, though these sorts of arrangements nearly
always end badly.

Combat
Sea scourges do not concern themselves with small
prey, so a small boat (less than 30) or single adventurers will be ignored. Anything larger, however, will
be considered prey, and the sea scourge will slowly
float over, waiting until it is within range to try to grab
the victim with its many tendrils and tear it apart.
Improved Grab (Ex): On a successful hit, a sea
scourge begins a grapple as a free action (+54).
Constrict (Ex): Once a successful grapple check
has been made, a sea scourge deals 4d6+13 points of
damage per round.
Tear (Ex): On a successful grapple, a sea scourge
may tear its victim apart. Living creatures take 6d6+13
points of damage. If a boat, the sea scourge makes a
strength check (DC 25 for a longship,
DC 27 for a warship, DC
30 for a galley), and
if successful the
boat
sinks
within 1d4
rounds.
Anyone
on the
boat
must
make
a Reflex save
(DC 20),
taking 1d8
points of damage on a success
or being thrown overboard on a failure.

27

Shaneela

Tiny Plant
Hit Dice: 2d8-2 (7 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)

Speed: 0 ft.
AC: 24 (+1 size, +4 Dex, +9 natural)
Attacks: 4 burrows +1 ranged
Damage: Burrow 1d2
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks: Drain heat, sprout
Special Qualities: Plant, heatsense
Saves: Fort +1, Ref +4, Will +2
Abilities: Str 10, Dex 18, Con 7, Int , Wis 15, Cha

If not removed, the seeds will drain the heat


energy of their host until reaching sufficient
warmth to begin growing. Few creatures can
survive a stroll through a field of shanela during
their seed-bearing phase.
Even once the seeds have flown, or the plant is
dead, the stem continues to exude an incredible
chill for days or weeks until it fades. Enterprising
(and brave) merchants have even been known to
sell the harmless stems of shanela as a simple
magical object to keep food and drink chilled, or
to relieve some of the pain from wounds.

13

Combat

Climate/Terrain: Any Plains


Organization: Patch (5-10) or field (11-50)
Challenge Rating: 2
Treasure: Standard
Alignment: Always Neutral
Advancement: 3-5 (Small)

The main body of a shanela does not fight, instead it sends its seed pods out to find a host and
burrow deep within it to drain the warmth and
sprout into a new plantany armor or items in
the way will take damage normally until they are
burrowed through. Shanela have no defenses
against attackers outside of their twenty foot
range, but if continually attacked they will randomly release seed pods, which will float around
wildly until they come within range of a heat
source.
Drain Heat (Su): Once a shanela has made
a successful hit on a victim, it begins boring towards the victims flesh. Once the flesh has been
reached, the shanela digs into the victim and
begins collecting as much heat
as it possibly can. Every
round a shanela is inside,
the victim must make a
successful Fortitude
save
(DC
15)
o r
suff e r
o n e
point of
temporary
Constitution
damage.
Sprout (Ex): Once a single pod drains four points of Constitution, it has acquired sufficient energy to sprout.
A shanela caused 2d6 points of damage when it
sprouts, and pulling it from the body deals an
additional 1d4 points of damage.
Heatsense (Ex): Shanela and their pods can
sense heat within 20.

Shanela are small, supernaturally icy cold


plants that grow anywhere there is ample sun
and water. Their flowers are bright purple, and
are highly prized for their strong and pleasing
aroma. When in bloom, shanela pose no threat
to creatures that walk amongst them.
When shanela go to seed, however, each of the
small petals transform into a
dangerous, tiny heat-seeking flier. The plant
releases a

28

they will into an adventurer.

small
number
of
seeds
each
round
a heat source is
within twenty feet, each
of which twirl through the air towards the heat source until they make contact,
at which point they begin burrowing immediately into the source of the heat. If a stronger
heat source is present (such as a torch or
a mount), the shanela pods will be as
likely to attempt to burrow into it as

Snap Pads

Medium-Size Plant
Hit Dice: 1d8+1 (6 hp)
Initiative: +0 (Dex)
Speed: Swim 30 ft.
AC: 12 (+2 natural)
Attacks: Bite +1 melee
Damage: Bite 1d3+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Swallow whole
Special Qualities: Plant, fire immunity
Saves: Fort +3, Ref +0, Will -4
Abilities: Str 12, Dex 10, Con 13, Int 1,
Wis 2, Cha 2

Climate/Terrain: Swamp and river


Organization: Solitary or patch (2-15)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Snap pads are giant lily pads found primarily in open
swampland or on calm rivers. They are carnivorous,
feeding on creatures that try to
use them as a means to
cross a river, or
simply get too
near.

A t
first
glance
a snap pad
appears to be
nothing more than
a large and sturdy lily pad,
ideal for crossing a stretch of swamp
land or a river. Closer examination reveals a number
of razor sharp thorns along the outer edge of the pad,
and a sticky acidic substance coating the pad. The
pads have large purple blossoms, which are known
for their intoxicating fragrance.

Snap pads do not attack unless they are


hungry, so well-fed pads can serve as useful
paths through dangerous swamps or across
eel-infested waters.
Pads possess a rudimentary intelligence, and it
is possible to imprint them to a specific person
or group of people, by feeding and training them.
Often wealthy and slightly eccentric lords will
forego a drawbridge in favor of a trail of snap pads
across their moats, providing easy crossing for those
the pads have imprinted to, while creating a strong
deterrent to trespassers.

Combat
Snap pads swallow prey whole, if they are foolish
enough to step on the top of the pad, holding them
captive while their digestive juices do their work. If
a snap pad has not fed for some time, it may actively
pursue prey in the waterpreferring mammals that
have come to the river to fish or to cross. When snap
pads pursue prey they use their hanging roots to propel themselves, folding in half to create a mouth with
which to attack.

Swallow Whole (Ex):


If a creature steps on
to a snap pad,
they must
immediately

make
a Reflex
save (DC 17)
or be caught as
the pad snaps shut.
Once swallowed the creature
is completely immobile, though a successful strength check (DC 25) can break free. Every
round a creature is trapped inside a snap pad, they
take 1d6 damage (Fortitude save DC 15 for half).

29

Soul Harvester

Huge Plant
Hit Dice: 16d8+80 (152 hp)
Initiative: +4 (Int)
Speed: 0 ft.
AC: 22 (-2 size, -6 Dex, +20 natural)
Attacks:
Damage:
Face/Reach: 10 ft. by 10 ft./0 ft.
Special Attacks: Ghostly servant, deep sleep
Special Qualities: Plant, half damage from
piercing, fire vulnerability
Saves: Fort +18, Ref , Will +11
Abilities: Str , Dex , Con 26, Int 19, Wis 22,
Cha 18
Climate/Terrain: Any Land
Organization: Solitary or grove (5-50)
Challenge Rating: 11
Treasure: No coins; 25% goods; 25% items
Alignment: Usually Neutral Evil
Advancement: 17-25 HD (Gargantuan)
Soul harvesters are highly intelligent trees
found throughout the lands. They
naturally radiate an aura of fatigue,
causing any living creature within range to become irresistibly
tired and fall asleep. Once
unconscious, a creature
will not wake up without
external assistance, and
eventually decomposes,
providing both physical nourishment to the
tree, and increasing
the trees power as its
soul is bound eternally
to serve the soul harvester.
The harvester is a bare
tree, standing thirty
feet high, and bulging out on either side.
Older trees which have
claimed more souls are often wider, though no taller.
The bark of a soul harvester
is rough, and covered in deep
pock marks which resemble humanoid faces.

30

Soul harvesters keep the area


around themselves clear of other

vegetation by using their ghostly servants


to corrupt any plant-life which springs up, and
might obscure the sleeping bodies of animals
which serve as the primary lure for further
prey.
Upon death, all the souls gathered during a harvesters often considerable lifetime (there are
documented cases of these trees living for more
than two-thousand years) are released at once,
resulting in considerable chaos and destruction.
A successful dispel magic against DC 25 frees
the bound souls and they depart.

Combat
Soul harvesters have no control over their
deep sleep ability, and so attack with no discrimination. If a creature resists the sleep multiple times, and appears to be considering doing
harm to the tree, a soul harvester will release
ghostly servants of sufficient power to deal with
the threat.
Ghostly Servant (Ex): Twice per day a
soul harvester can release a stored soul, in the
form of a ghost. Most often ghosts are 5 HD
creatures, but occasionally a soul harvester will release a much more
powerful spirit. A successful
dispel magic against DC 25
frees the bound soul from
the harvester and it departs.

Deep Sleep (Ex):


Anyone
within
sixty feet of a soul
harvester
must
succeed at a Will
save (DC 16) each
round or fall into
a deep sleep. Once
asleep
nothing
will awaken the
victim until they
are removed from
the soul harvesters
radius.

Half
Damage
from
Piercing
(Ex): Any piercing
weapon does one-half
damage to a soul harvester, minimum of 1 point.

Fire
Vulnerability
(Ex): A soul harvester takes
double damage from all forms of
fire attack.

Soulful Mirror

Medium-Size Plant
Hit Dice: 4d8+4 (22 hp)
Initiative: +2 (Dex)
Speed: 0 ft.
AC: 22 (+2 Dex, +10 natural)
Attacks: Whip +3 melee
Damage: Whip 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Mass charm, personal image,
read thoughts, dark dreams, geas, domination
Special Qualities: Plant, natural invisibility,
blindsight
Saves: Fort +5, Ref +3, Will +5
Abilities: Str 11, Dex 14, Con 13, Int 18,
Wis 18, Cha 20
Climate/Terrain: Any temperate
Organization: Solitary
Challenge Rating: 5
Treasure: Normal
Alignment: Usually Neutral Evil
Advancement: 5-16 HD (Large)
The soulful mirror is a hyper-intelligent,
naturally invisible tree that grows
throughout the planes. If viewed
with a detect invisibility spell it
appears as a rather boring greenleafed plant, standing roughly
four feet high.

Combat
The soulful mirror sits waiting for intelligent creatures to
pass by, who it then attempts
to take control of, either
through forceful mind powers or through illusion and
trickery. If it comes to direct
combat the soulful mirror can
fight with its whipping tendrils,
but it has little power with such
weapons, and it prefers to use
dominated creatures to protect it.
Mass Charm (Sp): At will the
soulful mirror may attempt to charm
all sentient creatures within a 40 radius.
Creatures within range may make a Will save
(DC 20) to resist. All creatures affected treat the soulful mirror as a friend, and take any instructions given
in the most favorable way. For the purposes of this
affect, all images created by the soulful mirror are
treated as though they were the mirror itself.
Personal Image (Sp): The soulful mirror may

create an illusion once per round as a


free action. This illusion can be seen, heard,
smelled, and heat can be felt radiating from its
body. The image appears only to the targets
the soulful mirror selects (usually one person
per image), and no other person may sense it
in any way. The image is controlled entirely by
the soulful mirror, and the image may not leave a
100 cube. The soulful mirror may use supernatural
and spell-like abilities through personal images, as
though they were used by the soulful mirror itself.
Victims may attempt to disbelieve in the image if they
interact with it, requiring a Will save (DC 20) to succeed.
Read Thoughts (Su): A soulful mirror can probe
the mind of any creature within 100 as a full-round
action. This mind probe can delve into deep memories, effectively granting full access to the victims
mind. A successful Will save (DC 20) keeps the soulful mirror from the victims mind for ten rounds, at
which point it may attempt to intrude again.
Dark Dreams (Sp): Once per day, a soulful mirror may send dreams to a single target asleep within
100 of the plant. This dream may be as complex or
simple as the soulful mirror desires. Usually a
soulful mirror will use this dream setting to
further a complex plot, with the end result being possession of the creature.
Geas (Sp): Once per day the soulful mirror may lay a geas on up to
ten creatures. This geas must be
agreed to by the victimsthough
they may be under a charm or
some other compulsion.
Domination (Sp): Once
per day a soulful mirror may
attempt to dominate up to ten
hit dice of creatures within a
100 radius. Once dominated,
all affected creatures are under
the complete control of the soulful mirror for a full month. The
dominated creature is not limited
to any area of affect, except that it
must remain on the same plane as
the soulful mirror. There is no limit to
the number of creatures that the soulful
mirror can have under its control in this
way. A Will save (DC 20) negates the effects
of domination, and a new save may be taken every
twenty-four hours, or any time the victim is made to
do something that goes against its nature.
Natural Invisibility (Su): The soulful mirror
is always under the effect of an invisibility spell,
even when attacking. This ability is innate and
cannot be dispelled or removed.

31

Staffling

Medium-Size Plant
Hit Dice: 2d8+6 (15 hp)
Initiative: +2 (Int)
Speed: 30 ft.
AC: 17 (+2 Dex, +5 natural)
Attacks: 2 slams +3 melee
Damage: Slam 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Plant, blindsight, immune to
piercing, levitate
Saves: Fort +6, Ref +2, Will -1
Abilities: Str 14, Dex 15, Con 17, Int 2, Wis 9, Cha 9
Climate/Terrain: Any Land
Organization: Solitary, stand (3-12), or herd (13100)
Challenge Rating: 1
Treasure: Standard
Alignment: Always Neutral
Advancement: 3-6 HD (Large)
Stafflings are mobile plants of animal intelligence, feeding on carrion and often the kills of
Onars Club. They stand roughly six feet high,
and are straight sticks, with green leaves sprouting occasionally along their length.
Stafflings move by flipping end
over end, using their innate ability to levitate
to keep their center
at a static height.
Stafflings
are
often nomadic,
wandering
in stands for
hundreds of
miles in search
of ideal feeding
grounds.
Occasionally,
groups of stafflings
will join together for a
long journey, protecting
one another and even hunting
as a group.
Stafflings can sustain themselves almost entirely
off the energy of the sun, if need be, but in order
to grow and procreate they need the additional
energy that animal flesh provides. To this end,
they feed on the spoils of others kills, and
even hunt small prey themselves.

32

Onars club and stafflings have a symbiotic


relationship, with stafflings serving as protection for the highly vulnerable Onars club, and
in return feeding on the corpses of the creatures
the club kills.
Many have hypothesized that stafflings are the
descendents of actual staves which were animated into golems by wizards long ago. To breed,
stafflings simply split in two, with each half
slowly regenerating until both have reached full
length again. When slain, the leaves and twigs
fall from a staffling, and the wood grows darker
and harder, all in a matter of seconds. What is
left is a serviceable quarterstaff, and this would
appear to lend credence to the animation theory
of origin.
Occasionally when a staffling splits, one or both
of the halves fail to regenerate, and what results
is a much shorter staffling. Over successive generations, this can lead to quite small varieties
(affectionately referred to as twiglings), many of
which can often be found accompanying groups
of their fully grown counterparts.

Combat
Stafflings fight by flinging themselves at opponents, twirling end over end to attack with
both their tops and their bottoms.
If associated with an Onars
Club, the stafflings will
focus on trying to
lure their opponents to within
striking range
of the tree,
otherwise they
will focus as
a pack on one
target
until
they bring it
down. If it becomes apparent
that the stafflings do
not have an advantage
in a battle, they will attempt to flee, either by rushing
through heavy underbrush, or levitating
out of range of their enemy.
Levitate (Su): Stafflings can levitate at will,
and use this ability to fight, move, and flee. In
general, they use their levitate ability to create
an axis upon which to rotate, but they can also
move vertically at a rate of 10 feet each round.
Blindsight (Ex): Stafflings can sense movement through vibration within 20.

Strangle Vine

Large Plant
Hit Dice: 2d8+4 (13 hp)
Initiative: +5 (Dex)
Speed: 0 ft.
AC: 20 (-1 Size, +5 Dex, +6 natural)
Attacks: Whip +6 melee
Damage: Whip 1d4+2
Face/Reach: 5 ft. by 5 ft./20 ft.
Special Attacks: Improved grab, constrict 1d6+6
Special Qualities: Plant, blindsight, blending in
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 16, Dex 20, Con 16, Int ,
Wis 15, Cha 10

Climate/Terrain: Any forest


Organization: Solitary or patch (2-15)
Challenge Rating: 1
Treasure: 50% coins; 50% goods; 50% items
Alignment: Always Neutral
Advancement: 4-16 HD (Huge)
Strangle vines are found primarily in thick forest,
above main paths and near popular
gathering spots (such as watering holes). They are
mindless,
lashing
out at anything
larger than a
foot
long
t h a t
comes
within
range.

A
strangle vine
appears
at
first
glance to be
a harmless flowering vine, with a
slender green body and
small purple flowers along
its length, ending in a noose. Many
an adventurer has been caught unawares walking through a calm wood, and those that survive find
themselves with a newfound respect for the surrounding vegetation.

Strangle vines are most often found in


small clusters, and feed communally off of
any downed prey by dropping the corpses
above their roots and killing any scavengers
for further sustenance.
The dead and dried vines of a strangle vine can
be fashioned into a specialized lasso (see pg.
xx) with a successful Craft (weaponsmith) check
(DC18). The berries are sweet, and prized for their
use in specialty winesdue to the rarity and difficulty
to harvest, a single handful of strangle berries can
fetch up to 20 gold pieces.

Combat
Strangle vines are unintelligent, and so utilize no
strategy in their attack. They tend to grow in clusters
next to one another, so in most situations every vine
in the area will go after the nearest target. Strangle
vines fight by whipping out and looping over a
victims neck. Once a noose has caught a victim, the
vine constricts and does not release its hold until the
victim is dead. If a strangle vine is severely wounded,
it will release its victim and attempt to pull up out
of range into the canopy.

Improved Grab (Ex):


On a successful hit, a
strangle vine begins
a grapple as a
free action.
Constrict
(Ex): Once
a
successful
grapple
check
h a s
b e e n
made,
a strangle vine
d e a l s
1 d 6 + 6
points
of
damage per
round.

Blindsight
(Ex):
Strangle
vines can sense movement
through
vibration
within 15.
Blending In (Ex): Strangle vines remain
entirely still when not attacking, and only a successful Knowledge (plants) or Wilderness Lore check
(DC 18) can identify the vine in time.

33

Sword and Whip Fern

Medium-Size Plant
Hit Dice: 1d8+4 (9 hp)
Initiative: +3 (Dex)
Speed: 30 ft.
AC: 15 (+3 Dex, +2 natural)
Attacks: Slash +5 melee or whip +4 melee
Damage: Slash 1d6+3 or whip 1d2+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Plant, blindsight
Saves: Fort +7, Ref +4, Will -1
Abilities: Str 16, Dex 16, Con 19, Int , Wis 7, Cha
9

Climate/Terrain: Any Land


Organization: Clump (4-10) or grove (11-20)
Challenge Rating: 1
Treasure: Standard
Alignment: Always Neutral
Advancement: 3-4 HD (Large); 5-16 HD (Huge)
Sword ferns stand roughly five feet tall. Their first
three feet are supple, though strong, and able to bend
and curve in nearly any direction and angle. Their
top two feet are incredibly rigid, and have two razorsharp serrated edges.
A similar variety of fern is
also found, in which
the last two feet
of the plant
are
a
thick

34

whiplike tendril.
This
plant functions
in an identical manner to the sword fern, but
with the added benefits of a whip
(ability to make a trip attack, and a +2 bonus
to disarming an opponent). Whip ferns continue to deal regular damage, despite their

whip-like properties.
Whip ferns and sword ferns are often found side by
side, forming a rough circle and complementing one
anothers fighting styles. Occasionally these plants
will cross-pollinate, and when they do, the result is
an ineffective fighting plant with a supple upper-half
incapable of making the necessary motions to whip
properly.
Sword and whip ferns will attack any prey greater
than a foot long that makes its way within their circle,
or makes aggressive actions towards the group. If attacked from a distance, these ferns will flatten to the
ground in an attempt to protect themselves (giving
their attackers a -4 to hit).
If killed and cut, the rigid portion of a sword fern can
be dried and used as a short sword. Similarly, the upper portion of a whip fern can be cut and dried to be
used as a whip. Rangers often favor these swords as
off-hand weapons for their organic quality.

Combat
Sword ferns fight much like a humanoid wielding a
sword. Groups of sword ferns will nearly always focus on one target before moving on the next. Whip
ferns will attempt to disarm any opponent using
a weapon, and trip any within
range into the center of
the circle, where
neighboring
sword ferns
can att a c k
them
re-

lentlessly.

Blinds i g h t
(Ex): Sword
and whip ferns can
sense movement through
vibration within 10.
Feats: Whip ferns possess the Expertise, Improved Disarm and Improved Trip feats. Sword ferns
possess the Weapon Focus feat for short swords.

Wind Whisperers

Small Plant
Hit Dice: 1d8-1 (4 hp)
Initiative: -5 (Dex)
Speed: 0 ft.
AC: 11 (+1 Size, -5 Dex, +5 natural)
Attacks: Special
Damage: Special
Face/Reach: 5 ft. by 5 ft./20 ft.
Special Attacks: Lure, poison
Special Qualities: Plant
Saves: Fort +1, Ref -5, Will +0
Abilities: Str 10, Dex , Con 9, Int ,

creatures often lie in wait near a wind


whisperer, attacking the victims of the lure
as they walk in their mindless stupor, or after
they have begun shredding themselves on the
reeds thorns.
When dried and worked (Craft check DC 25), the
reed of a wind whisperer can be formed into an
incredible flute. When played by a skilled bard, the
flute gives a -3 circumstance penalty to all listeners
saves against compulsion and charm effects such as
charm or suggestion (this is in addition to any other
bonuses or penalties already granted by the type of
flute crafted).

Wis 11, Cha 10

Combat

Climate/Terrain: Temperate Marsh


Organization: Solitary or stand (2-10)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 2-4 HD

Wind whisperers sing their song to lure prey to them,


letting the prey stab themselves repeatedly on their
poisoned thorns until they die.
Lure (Su): Wind whisperers play whenever there is
wind moving through them, causing anyone
who can hear their song (under normal conditions audible for
up to a quarter mile)
to be irresistibly
drawn to them,
entering the
water and
brushing

(Medium-Size)
In humid and
s h a l l o w
marshes
one can
f i n d
stands
o
f
wind

whisp e r ers, tall


r e e d s
that sway
in the wind,
letting out an eerie song, irresistible
to all those who hear it.
Wind whisperers can grow up to three
feet out of the water, their slender forms supple and
strong, hollow down the center, with a hole on the
side near the top.
Whisperers do not fight, instead relying on their
lure and poison to bring their prey to them. They are
not entirely defenseless against an intelligent foe,
however, as many immune animals and beasts have
learned to
live in harmony with them. These

through
their poison-tipped
thorns. A Will
save (DC 20) resists the lure, but the
save must be made every
round the sound is still audible.
Creatures who fail their save will do anything to get to the whisperer, including becoming violent with anyone who tries to impede their progress.
Poison (Ex): Wind whisperer poison does initial
damage of 1d6 (Fortitude save negates) and secondary damage of 1d6 (Fortitude save for half). This save
must be made each time the poison enters the
bloodstream.

35

OPEN GAME
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LICENSE

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2000 Wizards of the Coast, Inc (Wizards).
All Rights Reserved.

36

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