Lejendary Adventures
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For those wondering about this list, I was working on an encounter in which only vegetable monsters were desired, so first I gathered together all the existing ones from the Beasts of Lejend book, then I added a few more to round out the lot. May all you LMs reading this have a good time with these fearsome flora. Note that only the new ones are described after the general listing. The others are in the aforementioned core rules book.







Adder’s Tongue   patch of 5-30




1 +VT sp.

10 sp.

Arrow Root  patch of 3-12




1-20 sp.

10/2 sp.

Bear Grass  1-6 clumps




2 x1-4\1-30 c

20/10 sp.

Blackroot  1

40 (+)



1-4 sp. & sp.

6/12 sp.

Bull Thistle   1 or more





0 sp.

Burning Bush  1 +




9-12 c

0 sp.

Choke Cherry 1 or more

250 sp.



4 x 1-6 sp.

0 sp.

Clinging Vine 3-6





20/10 sp.

Club Moss  patch of 4-16





12/6 sp.

Creeping Jenny  1 +

100 sp.


1 sp.

8 x 3-5 c

0 sp.

Current Bush   1 +

20 sp.



9-12 sp.

0 sp.

Deadly nightshade  patch






Hookthorne Shrub  1 +

200 sp.



4 x 1-12 sp.

0 sp.

Leglop Log (Tree)  1 +

300 sp.




0 sp.

Mage’s Blight  special


all special


Nether Root  1






Seedling (wild root) 1




10-20 +6-8 sp.


Peppermint, Dangerous  1 patch sp.






Quickdeath Tree 1 +

250 sp.


20 sp.


0 sp.



Chameleon Slime  1





0/10/20 sp.

Flowing Slime  1





0/10/20 sp.

Lashing Slime  1





0/10/20 sp.

Shooting Star   1 +




1-4 x 3-5 VT sp.


Snap Dragon  1 +




5-20 +10

4 sp.

Subterranean Flora, misc.                     (See detailed listings in the BoL book for the following:)

Air fungus

Basket fungus

Branch rockmold

Creeping caveslime

Dark floater


Heat fungus

Whistling toadstool

Tiger Lily 1 patch




1-10 sp.

10/2 sp.

Trumpet Vine  1 +

40 sp.




0 sp.

Uliginor  1




13-30/3-5 VT & sp.


Whippersnapper 1

40  sp.



1-3 +sp./1-20 sp.


plantlet  1-3






Woodling  1-4 or 10-40






Wormweed  1 patch sp.




1-2 “worm” sp.


Adder’s Tongue:

Appearing: patch of 5-30

H: 10.  P: 35.  S: 15 attacking/0 movement

Attack: Each plant stabs at any living thing within a three-foot range with a coiled, stamen-like central growth that delivers 1 point of piercing Harm and VT of 9-12 poison Harm—that always ignoring bucklers and shields, full armor 10% of the time, and half armor 50% of the time.

Defense: 10 against weapons inflicting only shock-type Harm.

This is a normal-appearing knee-high plant with a clump of 5-8 leaves of grass-like shape surrounding its deadly striking portion, the stamen-like central growth with venomous sap discharged by its striking a target. Creatures slain by the poison decompose and provide nutrients for the plant.

Arrow Root:

Appearing: patch of 3-12

H: 20.  P: 50.  S: 10 attacking/0 movement

Attack: Each plant can launch to a distance of up to 30 feet missiles resembling small arrows, 1 per specialized root, each missile inflicting 1-20 penetration Harm. As the roots radiate equidistantly around the shrub. Usually only one or two attacks can occur, and three is the maximum against a single subject.

Defense: 10 against weapons inflicting only shock-type Harm.

This is a normal-appearing fairly broad-leafed shrub that has four specialized tuberous roots that spread out from it center so a distance of up to five feet, lie just beneath the surface of the ground. Each such root will be alerted to anything moving within a 500-foot vibratory sensor range, so that when a target approaches to within 30 or less feet distance, the shrub’s roots will discharge missiles. Creatures slain by such attack decompose and provide nutrients for the plant.

Bear Grass:

Appearing: 1-6 clumps, each covering 9 square feet

Per individual—H: 81-100, attack leaves 20 each.  P: 70.  S: 12a/1m

Attack: 2 x 1-4\1-30 c; range 5 feet. This plant uses mobile, tentacle-like leaves to enwrap prey, and if held fast by one or both, then central mouth and biting attack for 1-30 shock & penetration attack follows.

Defense: 20 against weapons inflicting only shock-type Harm, 10 otherwise due to leathery, fibrous composition.

This mobile plant appears to be a clump of man-high, broad-leaved grass growing around another plant this is gray-brown and of barrel-shaped sort. It is all one organism, of course.  When vibrations indicate potential prey is near, the two mobile leaves strike to capture prey, as the barrel-like main portion opens its jaws to clamp shut on the entrapped victim. Once closed, the central jaws remain in place, inflicting the indicated harm. Of the mobile leaves are destroyed, the plant re-grows them in about 31-40 days’ time, remaining rooted and non-predatory during this period.


Appearing: 1

H: 40 (or more).  P: 30.  S: 15. 

Attack: The creature can lash out and strike with up to 1d4 feeder roots per target, against all such targets within 75 feet of the stump (save in a five-yard diameter circle immediately around it, see below).  The feeder roots sprouting up very quickly, right at the target’s feet.  Each root that hits inflicts 1 point of Harm, regardless of armor worn, and furthermore becomes firmly attached to the victim, leeching 1-3 points of Health each ABC thereafter, these leeched points accruing to the blackroot’s Health total.  For each root that becomes attached to an individual increase the chance of subsequent root attacks hitting them by 5%.  Thus if an Avatar has 3 roots attached to his person the bonus to subsequent root attacks is +15%, if they then cut 2 roots that bonus would drop to +5%.  Avatars attacked in this way will be unable to move more than ten feet in any direction until all the feeder roots attached to them have been broken or cut.   Feeder roots can either be cut with any edged weapon at the rate of 1-3 per ABC or all can be broken loose at once by a successful check against Physique Ability.  In either case, this inflicts no Harm to the blackroot's health total.  Furthermore the blackroot emits a noxious vapor that first renders its victims unconscious and eventually asphyxiates them.  All within 10 feet of the stump can be affected and must make a check against 5x Speed BR, a 00 result always failing, each ABC or succumb, dying after 2-5 ABs realtime unless moved 11 or more feet from the blackroot's stump.  Once out of the area of effect they can be roused in a single ABC but while so incapacitated 1-2 feeder roots will automatically attach themselves to the afflicted Avatar every ABC.  Note that the area around the stump, a circle of 5 yards in diameter, is so leeched of life that no roots are to be found here.  Thus one fighting close to the stump, or lying unconscious within 7 1/2 feet of it, is free from feeder root attacks.

As the stump seems innocuous, adventurers are unlikely to attack it at once.  An Avatar with Evaluation, Luck, Ranging, Rustic, Savagery or Scrutiny Ability, that is actively studying the area while the feeder roots are active, might notice an eye stalk poking up from the stump’s rotten hollow and thus realize the connection.

If the stump is attacked the blackroot begins to spout slime.  It directs 0-3 (d4 with a result of 4 indicating no attack by this means) squirts of filthy water from its rotten stump each ABC with a chance equal to Precision BR of hitting the attackers eyes.  This effectively blinds the victim for 1-6 ABCs thereafter unless they succeed in a check against Speed Base Rating and thus shut their eyes in time to avoid the muck.  In addition the black, slime dripping eye attached to the stalk can possibly release 1 energy bolt against any one target within 10 feet per ABC.  To do so it must convert leeched Health points into negative energy, these inflicting 1 point of Harm per point so converted and only armor specifically protecting against negative energy reducing this.  If a blackroot had leeched 23 points of Health, it could convert those points into a single negative energy blast inflicting 23 points of Harm.  If, on the following ABC, its feeder roots leeched another 10 points of Health it could subsequently release another energy blast for 10 points of Harm.  Note only leeched points in excess of the blackroot’s normal total can be converted!

Defense: The stump is stationary and can be struck at with a +30 bonus for hand-held weapons, or a +20 bonus for missile weapons.  Indeed, a wise party will fall back out of range of its roots and then destroy the stump at a distance, either with extraordinary powers or more mundane projectiles.  The thick, rotten wood of the stump guards the creatures "brain", giving it 12 armor protection.  The eyestalk canbe hit with an aimed attack only; it has 6 armor protection and is severed by any blow from a cutting weapon that inflicts more than 10 points of actual Harm—Harm less than that not accruing to it.  A severed eyestalk is obviously unable to release negative energy blasts, but the blackroot can grow a new one in 2-7 days.

A blackroot does not die unless destroyed root and branch.  Time cannot cause it to expire naturally.  When ancient and its stores of malignant energy are depleted it merely begins to rot.  At this point these creatures relocate to a forlorn area, preferably one steeped in wickedness or close to a source of Extraordinary Power.  Here they sink roots deep into the soil and begin to leech the vitality of all living things in their vicinity.  In this way they forestall the onset of death, though loose the ability to move.  Gradually all but a stump rots away.

Blackroots, as these perversions of nature are called, have little interest in anything save prolonging their existence.  While the Nether Root (q.v.) is a scheming champion of evil's cause, the blackroot is no more than a parasite.  Still, should the opportunity to work wickedness arise, the creature will not pass it up.  Thus it is that any living thing coming within 75 feet of it is subject to attack.  The blackroot observes all potential victims by means of its baleful eye, peeking up from the decayed remnant of its trunk.  It is wily and cunning, waiting until its target has come in range before directing its feeder roots to attack.  Those caught are sucked dry; the lifeless remains serving to revitalize soil long since drained of nutrients.

So pervading is a blackroot’s vampiric draining that all plant life within 60 yards of the thing begins to wither and die, a clue to the discerning adventurer that one of these abominations might be near.

It is not known whether a blackroot can communicate.  Certainly their degraded state has left them bereft of Extraordinary Abilities and some sages speculate that this is due to a reduction in intellectual capacity too.  Certainly no one has ever reported conversing with a blackroot, though surely only the most wicked of men would ever want such an unholy parley.

In rural communities, amongst farmers and peasants, such sayings as "a root's field," or "yielding as a root's patch" refer to areas of land where little or nothing can be grown. (Thanks to Jon Creffield.)

Bull Thistle:

Appearing: 1 or more

H: 20. P: 50.  S: 10 attacking/1 moving. 

Attack: three-foot-long branch “horns” for 21-25 Harm/

Defense: no armor but generally unaffected by weapons inflicting only shock-type Harm.

This is a mobile and relatively fast plant with huge, horn-like thorns with which it impales prey and then roots to absorb the nutrients from the decomposing flesh.  It senses vibrations in the ground and attacks from ambush when prey is near.  Typically, they are encountered in small groups of 2-5, 2-8, or 3-12.  Where there are several, they will so cluster as to entrap and prey and mutually defend each other.

Choke Cherry:

Appearing: 1 or more each in an area of at least 64 square feet.

H: 250, vines 25.  P: 30.  S: 10 attacking/0 moving

Attack: Four tough and wire-thin vine-like of 20-foot length whip down on from 1-4 target subjects within 10-foot distance of the bole. Each that hits inflicts 1-6 Harm ignoring all protection save full plate armor; and, if successfully hit by any one of the four attacking vines (caught fast and immobilized until the vine is cut free) Harm continues each and every ABC thereafter; a victim of 500 or less pounds in weight bring raised up from the ground at the rate of one foot per ABC. Note a special success by this plant when it attacks indicates the victim is caught around the neck, and Harm is doubled (2-16)

Defense: No armor but generally unaffected by weapons inflicting only shock-type Harm. Each of the four vines has 25 Health, this in addition to the main plant’s base 250.

A choke cherry tree looks very much like a normal one of its sort, but it has mobile attack vines and the physical movement ability to raise these appendages. The vines are kept raised up and hidden in the normal foliage of the plant. Note that when found in areas of cool temperate climate, these trees become dormant, shed their leaves as regular deciduous trees do.

Clinging Vine:

Appearing: 3-6

H: 20.  P: 85.  S: 20 attacking/0 movement

Attack: Each plant has an automatic response triggered by contact, mush the way a Venus flytrap operates. Immediately upon its hair sensors being touched, the clinging vine releases the tendrils holding it aloft above the point of contact. This, about 7-12 feet of this ropy plant fall upon a subject. The vine stem is sticky, adhering to the victim, as is curls around to further entangle its prey. Unless the victim manages to break free in 3 or fewer ABCs, the vine releases sap that is a soporific, so that the victim must Avoid (2 x Speed BR) the effect each ABC thereafter or immediately lost 50% of all Ability use, physical strength, and will to keep struggling. A second failure by a victim meant that one has become semi-conscious and unresisting. Contact after one hour suffices to kill the victim, as vine tendrils penetrate its flesh and begin to feed on body fluids.

Note: Assume a vine of this sort is rooted so that it’s resistance to being pulled free of the ground is equal to four normal persons trying to do so, addition of Physique requires a combined total of 50 between four pulling, 75 for three, 100 for two, or 125 for a single individual.

Defense: 20 against weapons inflicting only shock-type Harm, 10 against edged weapons or other attack forms.

A vine of this sort looks rather like a wild grape. For those familiar with the latter, assume the vine thickness is only about 50% greater, but the flexibility and toughness of the clinging vine’s creeper is at least twice that of a grape vine.

Club Moss:

Appearing: patch of 4-16 covering 16 to 64 square feet

H: 25.  P: 50.  S: 9 attacking/0 movement

Attack: Each plant covers four square feet, and anything touching it elicits an attack from it’s hidden, club-like stem, this having a range of two feet, inflicting 1-20 shock Harm.

Defense: 12 against weapons inflicting only shock-type Harm, 6 against other attack forms.

What appears to be thick moss growing over a hummock or like uneven ground is actually a dangerous, predatory plant. Creatures slain by the clubbing attack decompose and provide nutrients for the plant enabling it to propagate.

Creeping Jenny:

Appearing: 1

H: 100.  P: 15.  S: 1 attacking. 

Attack: Five wiry creeper vines of some 3-foot length each for 3-5 with continuing Harm ignoring armor, and, if successfully hit by any one or more of the five attacks, opponent caught fast and immobilized (but still able to attack) until the vine is severed;

Defense: No armor but generally unaffected by weapons inflicting only shock-type Harm.

Note regarding armor protection: Initial Harm is subject to armor deduction, but after that continuing Harm accrues to the victim as the vines find openings and contact flesh.  Only magically enchanted and like fields of armor protection will prevent such contact from occurring.

Each attack creeper portion has 10 Health which total is separate from the main plant.

Creeping jenny is a mobile vine patch with tough and sinewy tendrils.  It creeps up upon and entwines and strangles prey so as to use the nutrients of the decomposing flesh for its growth.

Current Bush:

Appearing: 1 or more

H: 20.  P: 100.  S: 0 moving but automatic attack. 

Attack: three- to four-foot-radius plant contact with which delivers 9-12 Harm, doubled if in contact with metal or standing on wet ground, tripled if both apply, and otherwise regardless of armor protection; 

Defense: no armor but generally unaffected by weapons inflicting only shock-type Harm.

The current bush appears to be a normal shrub, but it creates and discharges electricity defensively when any creature touches it.  To strike it with a metal weapon is to receive at least double Harm from its jolt of energy.  Note that it can deliver only four jolts of electricity before its reserve is drained, and then it is Harmless of a full 24 hours as it restores the charge.

Deadly Nightshade:

Appearing: patch covering 11-30 square feet

H: 6 per plant.  P: special.  S: 0

Attack: Each plant in a bed of deadly nightshade covers approximately one square foot of ground, releases a potent sleep-inducing perfume when any one of the growths there is contacted roughly. All air-breathing creatures within a 10-foot radius that are not purposefully refraining from drawing in a breath at this time and for from 31 to 130 seconds time thereafter must avoid the effect or else collapse in unconsciousness. Avoidance of the sleep-inducing narcotic perfume is at 4 x Speed Base Rating. The plant leaves themselves release a deadly contact poison when crushed. Each roughly plant delivers VT of 13-16 points Harm when it  touches bare flesh or soaks into clothing so as to then do so, the poisonous exudation lasting only one minute before it breaks down into a harmless but sticky sap. Avoidance of the VT is automatic if the subject is in full armor or had high leather boots and walks through the flora. Other subjects must check against Speed BR for each plant potentially contacted, high boots and half armor allowing such checks to be made only for potentially exposed areas such as arms and legs. (The LM is to use discretion in this regard.)

Defense: 0.

This is a normal-appearing ankle-high plant that grows in a cluster. A cluster blooms with small white flowers that develop into purple-gray berries that are mildly poisonous. A plant so fruiting will have from 2-8 berries that have an ingestive VT rating of 6-8 each which is retained if the berry is carefully dried.

Hookthorne Shrub:

Appearing: 1 or more

H: 200.  P: 25.  S: 10 attacking.

Attack: Eight-foot-long branches 1-12 Harm ignoring all but full plate armor, and, if successfully hit by any one of the four attacking branches (caught fast and immobilized until the branch is cut free) followed next ABC by the piercing roots for 6-8 and continuing Harm;

Defense: No armor but generally unaffected by weapons inflicting only shock-type Harm.

Each branch has 20 Health, as do each set of attack roots, while the main stem has 40 points of Health.

The hookthorne shrub seems quite a normal plant, but it has mobile attack branches and like piercing roots.  The former are bent low and spring up in attack, while the latter form an underground trap around the plant.  It the tough and barbed thorns catch a victim, the plant immediately sends its mobile roots upwards to finish off its prey and drain its nutrient liquids.  The flesh then feeds it also as the corpse decomposes.  A thoroughly nasty bit of flora, this!  Most species are found only in semi-tropical areas.

Leglop Log (Tree):

Appearing: 1 or more

H: 300 special, see below.  P: 30.  S: 15 attacking.

Attack: Halves of the tree bole snap shut for 17-20 initial Harm and, if successfully hit, the subject is caught fast and immobilized with 6-8 continuing Harm ignoring all armor protection each ABC of time thereafter as the plant continues closing;

Defense: No armor but generally unaffected by weapons inflicting only shock-type Harm.

The leglop tree seems to be nothing more than a fallen and dead log lying split open on the forest floor.  Woe to the one stepping on it, though, for the two halves snap shut as would a steel trap, and in short order the prey is dead from shock, blood loss, and eventual severing of the limb trapped.  The plant then sends forth its many tiny roots to slice and drag down the victim’s flesh, so that, rotting underground, it will feed the tree above.  The leglop is found mainly in temperate climates.

Mage's Blight: CF:

All Special

This odd growth springs up in underground areas where powerful magic has long lain dormant.  It feeds off the magical radiation given out by Extraordinary Items and constructs.  Its presence is easily noted by the faint, bluish glow it emits.  Any form of disturbance causes the Mage’s Blight to spray forth thousands of tiny spores that fill the air around it for a distance of 10 times its physical area.  Thus a patch of blight that covered an area of 100 square feet would emit spores that filled an area of 1,000 square feet.  These spores begin instantly to feed on any Extraordinary energy they contact.  While Powers activated before the spores release will continue to function, as will Extraordinary Items, it is quite impossible to activate a new Power within a spore cloud or to direct Extraordinary energy against a target in the cloud.  This includes Extraordinary Items that create activation like results by releasing energy.  Also take special note that the spores are particularly drawn to invisible objects or creatures, and that such become effectively visible while within a cloud as the spores sparkle and wink about them.  The cloud persists for 1-4 ABs realtime and then the spores settle upon the floor.  A strong flow of air in the area reduces this time period to 1-2 ABs.  Note that any further disturbance of the mold causes another spore cloud to be released and the number of clouds that can be generated is effectively unlimited.  The presence of spores in the air is easily noted as each glows briefly when absorbing Extraordinary energy, thus a party will note beautiful shimmering in the air each time they activate a Power.  Should an Avatar think to carry some of this stuff about to use against enemy enspellers they should take note that the blight will be continuously puffing spores and will soon die unless kept in a cool dark place near to a source of Extraordinary Power.

An activation directed against the mold will fail automatically as the fungus merely absorbs its Extraordinary energy, thus Extraordinary fire, acid or cold does not affect it.  Non-Extraordinary fire or acid destroys 1 square foot of it for each point of Harm inflicted, but this causes an immediate release of spores from all unaffected areas.  If a whole patch is somehow submerged in water it will be unable to release its spores until the water drains away.  (With thanks to Jon Creffield.)

Nether Root:

Appearing: 1

H: 75.  P: 25.  S: 10a/1m.

Attack: The nether root has no physical attack and but uses its Extraordinary Abilities in combat.  It has Enchantment Ability of 51-70%,  Sorcery Ability of 41-60% and Necrourgy Ability of 31-50%.  A typical specimen knows 2-7 Enchantment, 1-6 Sorcery, and 1-4 Necrourgy Power activations. Their Speed of 10 gives them a pool of 40 AEPs.  Furthermore a nether root can cause a lethal slumber in anyone who rests within 15 feet of it.  The tree releases an invisible noxious vapor that induces sleep within a single ABC if the victim is seeking rest, otherwise in a full AB (4 ABCs, or 12 seconds time) if the victim or victims are conversing or otherwise alert.  A check against the victim’s Speed BR (times four if alert) prevents this.  Those that fall asleep become icy cold, are deprived of oxygen and die after 5 ABs (one-minute).  A hard slap or splash of cold water revives a sleeping victim of the nether root, and after a single ABC of drowsiness and confusion, those who have been so rescued are free to flee or attack.

Defense: 4 from bark and woody substance.

More potent nether roots have been reported, these with access to many more Powers and far greater AEP totals.  Because of their strange heritage, these trees require no Memory Tablets.  They favor a broad mixture of Powers, those that are directly Harmful as well as those associated with the summoning of evil things and the creation of living dead.  Illusions are highly valued for their usefulness in setting up ambushes.   The trees can open slit-like mouths in the bases of their trunks and place dead enemies, as well as carrion, within by the use of several movable, root-like projections.  From these victims they draw nutrients essential to their survival, the digested flesh strengthening root, leaf and branch.  Limited movement, at a Speed of 1, is possible as the creatures pull their withered roots from the ground and propel themselves forward slowly and clumsily.  It is said that no man has observed their movement, as the creatures are cautious as to when and where they travel.

Nether roots grow in areas long associated with wickedness, where the barrier between the mundane world and that of the Nether Realms has become thin.  Thus the grounds of evil temples, haunted forests sights of massacre and murder, and similar places all give rise to these things.  Somehow the roots of an ordinary sapling pass through the dimensional barriers and begin to feed on unnatural waters from unclean worlds, the transformation into a Nether Root is then spontaneous. 

 The hunting of prey is not the only motivation for their malevolence towards mankind.  The Lords of the Nether Realms inculcate a homicidal animosity within them.  The greater oni, fiends, devils and demons have limited control over the trees and use them in their evil schemes.  A nether root is often found at the heart of some grim woodland conspiracy, recruiting evil beings to attack human villages and waylay Alfar of fair sort. 

Enchantments and illusions, Imitate Surroundings being much favored by these vile things, often mask the true appearance of the nether root.  Its real aspect is most unpleasant; a withered and stunted tree, bark black and peeling, without foliage and emitting an odor of decay.  A number of eyes can be noted on the trunk and these ooze a putrid yellow liquid.  The foul smell the nether root exudes can never be masked by any illusion. This fact has saved the life of many a wary woodsman.  A nether root’s trunk is hollow, full of pussy liquid and squirming maggots and like creatures.

If they so desire, nether root can communicate in the language of men, their voice a hollow croaking coming from the depths of their rotten trunks.  Rarely do they communicate, however, save when orchestrating a great act of woe aimed at laying low the lands of men.

A nether root can create a seedling, a weaker duplicate of itself sometimes referred to as a “wild root”.

Nether Root Seedling (wild root):

Appearing: 1

H: 75.  P: 35.  S: 10a/4m.

  On the night of the full moon the nether root forces one of its upper branches into the soil, this must take place in an area considered evil and furthermore the nether root must have consumed the corpses of at least three freshly killed sentient beings in the preceding hour.  The ‘root then breaks its branch off in the ground, this branch grows immediately into a Seedling.  The seedling is leprous gray and has but a single pair of eyes.

Attack: Rather than Extraordinary Activations for attack (and defense) the Seedling makes a sweeping attack with its branches, this inflicts 10-20 points of Harm plus 6-8 points due to physique and is 50% likely to knock a target hit off their feet, stunning them for 1-3 ABCs.  The seedling cannot create the poisonous sleep inducing vapors nor use Enchantment, Necrourgy or Sorcery Powers, but some 30% of them have access to 1-3 Psychogenic Powers with a 40% Ability in that area. Such special seedlings grow when the nether root that creates it devours a psychogenicly empowered victim.  A seedling follows the commands of its creator.  The nether root is in constant telepathic contact with its progeny, can see what it sees and hear what it hears.  Unlike its parent, the seedling can move with a Speed of 4, though it does not move during combat or when it might be observed.  If the seedling is destroyed the nether root from which it sprang suffers 4-40 points of Harm.

Defense: 4 from bark and woody substance.

 (Thanks to Jon Creffield.)

Peppermint, Dangerous:

Appearing:1 patch (100, 400, 900, or 1,600 square feet in extent—1 Dangerous Peppermint plant per square foot)

Per individual—H 4  P 10  S 1

Attack: 5-8 “peppercorns” fired to a range of up to 30 feet, each hit inflicting 1-4 points of Harm,

Defense: 2 armor protection for fibrous substance.

A dangerous peppermint that has discharged its seed missiles will grow a new batch in one week.

This is a semi-mobile plant that shoots sharp, pointed seeds at what it deems as a threatening predator (or likely fertilizer).  Dangerous peppermint is likely a mutant hybrid created from normal peppermint plants by ancient adepts.  Patches of it are detectable only by those who have skill regarding flora recognition (such as Ability in Alchemia, Nomadic, Ranging, Rustic, and Savagery).

Quickdeath Tree:

Appearing: 1 or more

H: 250 and see below.  P: see below.  S: 20 see below.

Attack: when the tree’s roots detect the tread of a large creature beneath it, the branches above are alerted, and on the following ABC of time, they will loose a shower of fragile, globular fruit.  Each of these paper-shelled fruits contains a poisonous gas with an effect area equal to the diameter of the tree plus 10 feet.  Any creature breathing the gas is unconscious instantly, unless an Avoidance Roll against Speed BR times two succeeds, and remains thus for several hours.  This is more than sufficient time for the trunk to open, send forth liana-like roots, and thus drag the comatose victim into the bole where a well of digestive juices await its reception.

Defense: The tree’s Health is subject to such forms of Harm as would affect any large tree.  However, if it is struck so as to cause more that 50 points of Harm, it will release all of its fruit.

These large and lovely appearing trees also have blossoms that give off a very pleasant fragrance.  The quickdeath species is found mainly in tropical climates, but not those with constant, considerable rainfall.

Shooting Star:

Appearing: 1 or more (and a patch might have 20 or more!)

H: 10.  P: 25.  S: 20 attacking/0 movement. 

Attack: each plant with 1-4 piercing of 3-5 Harm and VT of 6-8 poison Harm—all ignoring half armor with buckler or shield or full armor 10% of the time half armor 50% of the time; 

Defense: no armor but generally unaffected by weapons inflicting only shock-type Harm.

This is a normal-appearing small, flowering plant that discharges small, star-shaped missiles of sharp-pointed sort when any creature comes within a 20-foot radius.  Creatures slain by the poisoned missiles decompose and provide nutrients for the plant(s).

Slimes in General:

These mobile and carnivorous plants, being subterranean in habitat, and having no photosynthetic capacity, are another of the very deadly underground predators that lurk in caves, dungeons, and mines to attack and devour prey.  Slimes are not rapid in travel movement but have developed relatively fast attack methods to make up for this limitation.  They are silent killers awaiting prey as they slowly move from place to place to improve chances for finding a victim.  However, they are never found far from some source of water, be it no more than a trickle, for if they dry out they quickly dir.  Slimes are able to move along or cling to perpendicular surfaces or ceilings.

Slimes have sensory organs for the detection of vibration, pressure, and heat.  If prey approaches within about 30 or so feet they are aware of this and can track its movement while within such range. 

Note that prey contacting one of these things obviates the need for a Precision check to discover if the attack of the slime succeeds.

The various species have adapted according to their method of hunting.  These slimes include:

Chameleon Slime:

Appearing: 1

H: 40.  P: 25.  S: 5 attacking/1 moving.

Attack: strong acid secretion for 9-12 and continuing Harm that ignores armor protection (and delivers full and equal Harm to both objects such as armor and flesh); no protection against alkaline base, electrical, and/or flame Harm.

Defense: 10 protection against cold, and shock Harm, and 20 protection against all other (usual/normal) attack forms.

This slime lurks virtually anywhere proximity or contact is likely, for it can assume the coloration and texture of many surfaces—sand, gravel, dirt, mud, rock, hewn stone, or even wood or brick.  As it uses its many little cilia to creep rapidly onto its prey and ooze parts of itself through openings in armor and clothing, attacks upon the slime will surely affect its victim as well.

Flowing Slime:

Appearing: 1

H: 35.  P: 30.  S: 10 attacking/1 moving

Attack: adhesive attaches the slime fast to the victim, followed on the next ABC by strong acid secretion for 9-12 and continuing Harm that ignores armor protection (and delivers full and equal Harm to both objects such as armor and flesh); no protection against alkaline base, cold and/or electrical Harm.

Defense: 10 protection against fire and shock Harm, and 20 protection against all other attack forms.

This slime lurks in water or in someplace where it can flow out and affix itself to its prey.  Once it contacts a victim it sends branches of slime that release digestive acid of great strength.  As it is glued to its prey, attacks upon the slime will surely affect its victim as well.

Lashing Slime:

Appearing: 1

H: 30.  P: 20.  S: 15 attacking/1 moving

Attack:  up to three separate attacks where a detached glob of slime strikes and holds fast to the victim, followed on the next ABC by one attack for 9-12 Harm that ignores armor protection (and delivers full and equal Harm to both objects such as armor and flesh), and two ABC thereafter rhizome-like filaments of the slime complete piercing the victim’s flesh, enter the blood stream, and Health of the slime begins growing immediately (1 point for each ABC until all victim Health destroyed—the brain of the victim is then lashing slime, and soon all the corpse will be consumed and a new member of the tribe emerges!).

Defense: No protection against alkaline base, or flame Harm, 10 protection against cold, electrical, and shock Harm, and 20 protection against all other attack forms.

This slime lurks on floors, walls, or even ceilings where they are no more than 12 or so feet above the floor.  Once a victim within its 15-foot missile range, it lashes out with its three active portions to let fly the deadly globs of its breeding body.  When a blob of slime strikes, it gushes forth an acid that generally destroys the glob proper, and this enables both the freedom of the attacking rhizome-like tendrils and access to exposed flesh for their piercing entrance.

Snap Dragon

Appearing: 1 or more

H: 60.  P: 75.  S: 1 attacking/3 moving. 

Attack: Jagged-edged central jaws snap shut for 5-20 +10 penetration & shock harm that ignores bucklers, shields, and half-armor.

Defense: Generally unaffected by weapons inflicting only shock-type Harm, 4 against other attack forms.

The mobile snap dragon appears to be an area of mixed plant growth of about five feet diameter, with low, flowering plants around its verge. These ring taller leaves and stems that surround a log-like central portion. The latter is actually a mouth with jaws like those of a crocodile. When any creature is in contact with it, the plant’s feeding portion moves to that location, and an attack takes place. Prey is actually devoured, the snap dragon sending down shallow roots and remaining dormant for the week or more time required for its digestive acids to liquefy the meal and utilize the nutrients there from.

Subterranean Flora, Miscellaneous:

Air fungus: A one- to four-foot diameter, fleshy spherical fungoid growth that springs from damp rock or stone, drawing most of its nutrient needs from the air only.  Most of its varieties are not poisonous and provide food for many subterranean creatures.  Some are lighter than air.

Basket fungus: A solid, fleshy hemispherical fungoid growth ranging from a foot or less in diameter to two or more feet size.  It is mobile and moves very slowly, a few feet an hour, on many thousands of surprisingly tough, rhizome-like growths to find and consume organic waste material.  It is generally poisonous, although what it last consumed might affect this, and so provides food for many subterranean creatures.

Branch rockmold: A fleshy, near fungoid growth that also springs from damp rock or stone.  It is not usually poisonous and provides food for some subterranean creatures.

Creeping caveslime: A plant able to flourish with constant moisture and  some unknown source of underground radiation.  It makes the stone upon which it grows slippery, but it provides a source of nourishment for many sorts of creatures inhabiting lightless underground places.

Dark floater: A flatish fungoid of slate-gray color that thrives in higher-ceilinged subterranean areas where there is some moisture.  It generates internal hydrogen when utilizing oxygen, so that it can float near the ceiling to find and devour fungi and slimes growing there.  From three to as many as 30 individual dark floaters will be encountered, a typical specimen being about a half of a foot thick and three feet in diameter.  The flesh of this fungus is poisonous to humans, but some other underground creatures devour it with relish.  If a dark floater is contacted by open flame or something akin, such as an electrical spark, it explodes inflicting 3-20 Harm disregarding all protection on all things within a 10-foot radius.

Glowlichen: A phosphorescent subterranean lichen that emits a bluish radiance.  If profuse it can actually enable normal sight in an area of about 20-foot radius, vision in humans equal to partial moonlight in the area.  It is consumed by a number of underground creatures, and this causes them to glow faintly for some few minutes thereafter.

Heat fungus: A fan-shaped fungoid growth that appears where there are both warmth and moisture.  It grows in colonies of from a few to a score or more individuals, reaching a height of up to two feet,  The flesh of this fungus is tasty even by human standards and provides food for many subterranean creatures.

Whistling toadstool: A large subterranean fungus that is sensitive to and thrives on various ultraviolet and other radiation.  When it senses heat moving towards it, one will begin giving off internal gas, this discharge causing a piercing, whistling sound that generally drives away species that are predatory to the fungus, for the noise attracts other denizens of the subterranean world.  A typical whistling toadstool is about two feet tall, taller if there is a rich soil upon which to grow, and of near colorless hue.

Tiger Lily

Appearing: 1 in a 6 x 3-foot bank

H: 51-70.  P: 35.  S: 15 attacking/1 movement

Attack: 2-5, for the tiger lily is a group plant as noted. When any creature is in contact with its bank 2-5 “flowers” will be attack up to four different targets thus. Each “flower” sends forth a burst of pollen-like sort, this done with a growling sound from the propellant. A subject within three feet must succeed in an Avoidance check against 4 x Speed Base Rating for each such cloud he is exposed to, with failure indicating 50% movement and action speed/Ability for 1-4 ABCs. After pollen-like discharge, the “flower” strikes, piercing with –hard and sharp “petals” for 1-10 Harm ignoring bucklers, shields, and half armor protection.

Defense: 10 against weapons inflicting only shock-type Harm, 2 against other attack forms.

This slow but mobile plant camouflages itself so as to appear as nothing but a normal bed of wild lilies. Creatures slain by the tiger lily are covered, sap discharge and roots aiding to rapidly decompose the flesh and digest the nutrients.

Trumpet Vine:

Appearing: 1 or more

H: 40.  P: special, see below.  S: 0.

 Attack: any air-breathing creature within six feet of the plant causes it to release stored gasses, and when this “trumpeting” occurs each subject must succeed in a Speed Base Rating check, failure indicating paralysis from the gas;

Defense: no armor but generally unaffected by weapons inflicting only shock-type Harm.

The trumpet vine appears as a normal woodland flora specimen, but terminal leaves on some portions are near-metallic and resonate.  It generates and stores within underground bladders a toxic gas that it emits from these leaf formations whenever any creature approaches within a six-foot radius.  The expulsion of gas produces a loud, metallic-sounding blare of noise similar to a horn being winded.  Any air-breathing creature within the indicated radius will be paralyzed for one to four minutes unless if escapes quickly, so thus the Speed Base Rating check to determine if the victim escaped the paralyzing emission.  Note:  Predators tend to lurk near these growths, rushing to the sound of the “trumpet” in order to get an easy kill.  Blood and remains fertilize the plant thereafter.


Appearing: 1

H: 36-55.  P: 41-50.  S: 3 moving-attacking on land, 12 moving- attacking in water.

Attack: Crushing blow inflicting 13-30 points of shock-type Harm plus slime envelopment delivering 3-5 contact VT Harm with strangulation following unless target subject succeeds in a Disaster Avoidance roll,

Defense: 10 armor protection against any form of attack except fire/heat.

This creature is a combination of mobile pant and sentient mineral substances—slime and mud.   It is amorphous to a point in that it can shape its massive body into anything from a mound to a vaguely humanoid form.   With a mass of some 800 pounds, terrible strength, it is most dangerous if to anything that comes within six feet.  In addition to a blow from a pseudopod, and a lash from a slime tendril, the later attack also threatens to enter the nose and mouth of the target.  If this occurs, the slime fills air passages and suffocates the victim within 2-4 minutes’ time.

The uliginor has only animal intelligence, but it is a dangerous predator in any event.  They are found in semi-tropical and tropical wetlands—fortunately rarely, however, as there are few of these monsters and they do not propagate often.

It is certainly another of the horrible creatures made during the Age of Adepts, but for what purpose no one now can guess.  Some speculate that it was a moat guard, others merely a thing created on an insane whim.

Whippersnappers in General:

Whippersnappers are man-sized carnivorous plants (2-3 feet high, 4-6 feet diameter), growing anywhere in temperate to subtropical climates with poor or light soil where their augmented diet gives them advantage. They are usually green with grey-green variegations; subterranean varieties grow to match local limestone deposits, perhaps white, orange, or tan, with a wet-looking surface. Their spine-tipped, flax-like leaves surround and conceal a central fleshy portion with a star-like maw edged with serrated teeth produced from ingested minerals. They have tough fibrous vines extending from between the points of the mouth, usually kept curled below leaf level, but capable of extending 10-15 feet.

Whippersnappers are so named because they entangle prey with their whip-like vines and draw them in to be snapped at by the powerful mouth. A bite from their sharp jagged teeth can sever limbs and heads with ease. They can have 3-7 vines, depending on the size of the plant; 5 is usual.

The whippersnapper has a subsurface network of vibration-sensitive filament-like roots that help it locate and assess potential prey as they pass. It then attacks a victim in range with its whip-like vines. Its natural prey are animals like pigs and small deer, and it will attack a creature of that size (such as a child, kobold, or trollkin) in preference to a man-sized target in a mixed group of passersby. If there is no choice, a man-sized target may do (30% chance), but the plant is more likely not to attack.

Because they enrich their surroundings with leftovers, these plants are often concealed by surrounding vegetation, enabling them to strike before their presence is detected. They are not always hungry! Unless the LM decides otherwise, there is a 70% chance that any plant has eaten enough recently not to attack (if attacked, though, it will defend itself). Also, a successful check against Stealth lets one slip past undetected.

Every few years the vines become inactive and their ends flower in clusters of brilliant metallic turquoise blossoms (metallic red underground). After some weeks the flowers become young plantlets (6" diameter), which then detach. The plantlets scuttle quickly away on stubby rootlets and seek a place to settle, up to a mile from the parent plant. If the plantlets are attacked, they dart erratically about emitting thin squeals: this may be why the term “whippersnapper” is used for human bantlings.

The attractiveness of the flowers means some have been taken into dwelling places as cut stems, leading to whippersnappers growing unexpectedly in odd untended corners of gardens and estates.


Appearing: 1

H: 40 (+8 per vine)    P: 40    S: 10 attacking, 0 moving

Attack: The whippersnapper attacks with its whip-like vines initially. Harm is 1-3, with a 30% chance per vine that hits of entangling the target. Up to three such attacks can be made per ABC on a single victim, and all unengaged vines will continue to try and grasp a target as long as it struggles. The chosen victim’s companions are attacked only if they attack the plant. An entangled victim is drawn in 5 feet per ABC, unless he makes a successful check against Physique that ABC. The vines can also be severed with an edged weapon. A victim drawn to the snapping central maw is bitten for 1-20 +1 Harm per vine (reflecting the size of the plant). The biting attack gets a +10 bonus to Precision to the roll for each vine grasping the victim in addition to the first, i.e. +10 for two, +20 for three, etc.

Defense: The whippersnapper is tough and leathery: the vines flexible and resilient, the vital parts of the main plant hard to reach. It thus has 5 points of protection wherever it is struck. The whip-like vines can be severed by 8 points of Harm from an edged weapon (blunt and piercing weapons are ineffective), and take a week to re-grow. The Health of the central plant is separate from the Health of its vines.  (With thanks to Malcolm Bowers.)


Appearing: 1-4 (80%) or 10-40 (20%, a community)

H: 11-30.  P: 21-40.  S: 17-22.

Attack: Partial shape-shifting enables any form of dangerous-plant attack (such as a bull thistle, burning bush, current bush, hookthorne shrub, (qq.v.) or like flora).

Defense: 7 armor protection due to speed and fibrous skin.

Woodlings appear to be diminutive Fair Alfar, only about one-half the size of a kobold (c. one and one-half feet tall).  In fact, they look rather like miniature kobolds.  However, they are strange creatures that are part animal, part plant. Woodlings possess the unique capacity to blend in with their surroundings much as does a chameleon, so when they do not wish to be seen, they are 95% unlikely to be detected where vegetation is present, 65% otherwise.  They also are able to change their body at will, shape-shift into the form of any nearby plant or tree that is up to ten times their height in size.  Transformation requires one ABC of time.  The altered woodling then possesses the characteristics, strengths and weaknesses, of the flora form it has assumed.

This race possesses photosynthetic capacity.  A woodling is able take in both humidity and sunlight as does a plant, using photosynthesis for its nourishment.  They are thus both “friendly” to the environment and non-threatening to most of the fauna with which they share it.

They regain lost Health at four points per day if able to assume a floral form, at but two points per day or rest otherwise.

Woodlings are normally encountered in small groups that are out patrolling the territory around their community, seeking new plants to bring back to enrich the surroundings of their habitat.  A community is typically located in a very isolated woodland place, centered around a glade where there are huge old treed nearby.  All woodlings are combatants when attacked.  They have no normal wealth, but various valuable berries, leaves, roots, and even fungi might be found in a community’s storehouse—typically a hollow tree, a den under the roots of a tree, etc.  (Thanks to Sean Westman.)


Appearing: 1 patch (100, 400, 900, 1,600, 2,500, or 3,600 square feet in extent—1 wormweed per square foot)

Per individual—H: 3 wormweed and 1 “worm”.  P: 10 (“worm”).  S: 1 Wormwood moving and 3 “worm” moving-attacking.

Attack: Bite for 1-2 points Harm from acid secretion, Harm bypassing all armor protection.

Defense: Wormweed proper 2 armor protection for fibrous substance, “worm” 4 for small size and fibrous nature.

This is another form of part-plant, part-animal creature that inhabits the world.  Wormweed is hostile in that it is a voracious predator.  An infestation of these creatures will attack and devour an entire crop field in a matter of days.  Worse still, they prey on animals, people, virtually anything that will provide them with food that is within their vicinity.

A wormweed is from two to three feet tall, composed of five roots, one woody stem, a few leaves and tendrils on the stalk, and a single large pod on top.  One can uproot itself and travel at a speed of 1.  When a desirable locale is found, the creature re-roots.  A patch of wormweed gives off a sweet fragrance at a distance of 50 feet, ten times that downwind.   One exposed to the scent can actually taste its delectable flavor by breathing it in through the mouth.  The taste is so exhilarating that the subject experiencing it craves it like a drug.  Any subject not free of the fragrance after four ABCs time will experience an uncontrollable urge to seek out the source, and only a successful Disaster Avoidance check will prevent the fatal reaction.  The closer the patch, the aroma and taste.  Entering a patch of this stuff subjects the one so doing to the full force of the wormweeds’ assault.

Each pod forms a single carnivorous “worm” each day.  The “worm” is a plant-animal of about six-inch length, a 3 Speed, and a set of incredibly powerful mandibular pincers.  Each “worm” attacks any non-wormweed food source, biting it, devouring its substance, then returning to regurgitate what was consumed thus into the pod.  The pod, in turn, sends the nutrients throughout the wormweed.

“Worms” have a sensory range of 30 feet, and if they do not sense food within the vicinity each will move about randomly questing for nourishment.  Of course, there are always as many worms in the vicinity of a patch of the parent plants as there are such plants.  If animals are sensed nearby, the “worms” will wait until their prey has come within the center of the weed patch to attack.  (Thanks to Sean Westman.)




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