Académique Documents
Professionnel Documents
Culture Documents
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
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
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
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.
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
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
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
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.
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.
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
14
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
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
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
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
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
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
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
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
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.
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.
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
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
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
24
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.
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
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
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
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
13
Combat
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.
28
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
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.
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.
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
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.
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
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
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
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.
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.
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
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
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 ,
Combat
(Medium-Size)
In humid and
s h a l l o w
marshes
one can
f i n d
stands
o
f
wind
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
Version 1.0a
LICENSE
36
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