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.
Creature |
Health |
Precision |
Speed |
Attack |
Defense |
Adders Tongue patch
of 5-30 |
10 |
35 |
15a/0m |
1 +VT sp. |
10 sp. |
Arrow Root patch of 3-12 |
20 |
50 |
10a/0m |
1-20 sp. |
10/2 sp. |
Bear Grass 1-6 clumps |
81-100 |
70 |
12a/1m |
2 x1-4\1-30 c |
20/10 sp. |
Blackroot 1 |
40 (+) |
30 |
15 |
1-4 sp. & sp. |
6/12 sp. |
Bull Thistle 1 or more |
20 |
50 |
10a/1m |
21-25 |
0 sp. |
Burning Bush 1 + |
30 |
50 |
10a/0m |
9-12 c |
0 sp. |
Choke Cherry 1 or more |
250 sp. |
30 |
10a/0m |
4 x 1-6 sp. |
0 sp. |
Clinging Vine 3-6 |
20 |
85 |
201/0m |
special |
20/10 sp. |
Club Moss patch of 4-16 |
25 |
50 |
9a/0m |
1-20 |
12/6 sp. |
Creeping Jenny 1 + |
100 sp. |
15 |
1 sp. |
8 x 3-5 c |
0 sp. |
Current Bush 1 + |
20 sp. |
100 |
0 |
9-12 sp. |
0 sp. |
Deadly nightshade patch |
6/plant |
special |
0 |
special |
o |
Hookthorne Shrub 1 + |
200 sp. |
25 |
10a |
4 x 1-12 sp. |
0 sp. |
Leglop Log (Tree) 1 + |
300 sp. |
30 |
15a |
17-20/6-8c |
0 sp. |
Mages Blight special |
|
all special |
|
|
|
Nether Root 1 |
75 |
25 |
10a/1m |
special |
4 |
Seedling (wild root) 1 |
75 |
25 |
10a/4m |
10-20 +6-8 sp. |
4 |
Peppermint, Dangerous 1 patch
sp. |
4 |
10 |
1 |
1-4 |
1 |
Quickdeath Tree 1 + |
250 sp. |
special |
20 sp. |
special |
0 sp. |
Slime |
|
|
|
|
|
Chameleon Slime 1 |
40 |
25 |
5a/1m |
9-12c |
0/10/20 sp. |
Flowing Slime 1 |
35 |
30 |
10a/1m |
9-12c |
0/10/20 sp. |
Lashing Slime 1 |
30 |
20 |
15a/1m |
sp. |
0/10/20 sp. |
Shooting Star 1 + |
10 |
25 |
20a/0m |
1-4 x 3-5 VT sp. |
0 |
Snap Dragon 1 + |
60 |
72 |
1a/2m |
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
Glowlichen
Heat fungus
Whistling toadstool
Tiger Lily 1 patch |
51-70 |
35 |
12a/1m |
1-10 sp. |
10/2 sp. |
Trumpet Vine 1 + |
40 sp. |
special |
0 |
special |
0 sp. |
Uliginor 1 |
36-55 |
41-50 |
3l/12w |
13-30/3-5 VT & sp. |
10 |
Whippersnapper 1 |
40 sp. |
40 |
10a/0m |
1-3 +sp./1-20 sp. |
5 |
plantlet 1-3 |
8 |
5 |
12 |
0 |
0 |
Woodling 1-4 or 10-40 |
11-30 |
21-40 |
17-22 |
special |
7 |
Wormweed 1 patch sp. |
3/1 |
0/10 |
1/3 |
1-2 worm sp. |
1/22 |

Adders 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 Harmthat
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 shrubs 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 individualH: 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.
Blackroot:
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 targets 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 blackroots 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 stumps 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 blackroots 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 HarmHarm 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 blackroots 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 plants 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 its
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 vines 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 its 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 victims 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 Mages 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 victims 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 roots 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
extent1 Dangerous Peppermint plant per square foot)
Per individualH 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 trees 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 trees 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 Harmall 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 surfacessand, 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 victims
flesh, enter the blood stream, and Health of the slime begins
growing immediately (1 point for each ABC until all victim
Health destroyedthe 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 plants 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.
Uliginor:
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 substancesslime 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 wetlandsfortunately 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.
Whippersnapper
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 victims 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.)
Woodling:
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 communitys
storehousetypically a hollow tree, a den under the roots
of a tree, etc. (Thanks to Sean Westman.)
Wormweed:
Appearing: 1 patch (100, 400, 900, 1,600, 2,500, or 3,600
square feet in extent1 wormweed per square foot)
Per individualH: 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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