Special Conversion Thread: Plants

Shade

Monster Junkie
With Spring fast approaching here in the USA, I thought it was time to tackle some of the unconverted plants again. Since most of the remaining unconverted plants hail from Dragon Magazine and the 2e Monstrous Compendiums, rather than hijack those threads, I figured I'd start another. We might still convert some plants in other threads, too.
 

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Shade

Monster Junkie
Giant Bladderwort
CLIMATE/TERRAIN: Stagnant swamps or marshes
NO. APPEARING: 1-2
ARMOR CLASS: 6
HIT DICE: 8
THAC0: 19
NO. OF ATTACKS: 11-20
DAMAGE/ATTACKS: See text
SPECIAL ATTACKS: See text
SPECIAL DEFENSES: See text
SIZE: L to G
MORALE: Steady (12)
XP VALUE: 4,000

The giant bladderwort is a rootless, free-floating water plant found drifting just beneath the surface of stagnant waters in deep marshes or swamps. It may grow in combination with other marsh plants in huge floating mats, which appear solid but through which even small animals quickly sink. The greenish-brown stem may grow up to 50’ or more if conditions are right, and it usually has 1d10 + 10 traps, each about 4’ across, attached to its feathery green branches.

Combat: The traps are translucent bladders, each containing a partial vacuum, that lie beneath the water. Due to the slightly greater pressure of the water outside the trap, the sides of each bladder are slightly concave around the middle, giving it a pinched-in look. Water is kept out by a flap at the mouth of the trap, which is sealed with a weak glue and acts as a valve. Long guide hairs and shorter trigger hairs surround the mouth of the bladder. When the trigger hairs are touched, the valve opens inward and the victim is swept along with some water into the chamber. The flap reseals and the water is absorbed (to be expelled later), restoring the partial vacuum. The triggering, activation, and closure of a trap all take place in less than a second. Digestive fluids then flood the chamber, causing 1-4 hp damage per round. Due to the very small quantity of air inside the bladder, the victim suffocates in 1-6 rounds unless assistance is given.

A small-size creature (4’ or less) is wholly engulfed, while a larger one may have only part of its body caught in the bladder, which will still close and seal its flap, doing damage to the victim thereafter. In such cases, DMs should roll percentile die to determine what area of the victim’s body has been caught (1-20 right arm; 21-40 left arm; 41-60 head and upper torso; 61-80 right leg; 81-100 left leg). A character caught may attempt to break free by successfully rolling his chance to bend bars against the trap’s seal or by attacking the trap itself.

Each trap has 2 HD; the body of the plant has 8 HD. Damage inflicted on traps will not kill the body of the plant. Outside attacks on a trap holding prey inflict half the damage on the prey within and half on the trap itself. Victims wholly engulfed by the trap may attack only with teeth, claws, or daggers.

Habitat/Ecology: Bladderworts usually reproduce by pollination. Their purple and white flowers rise just above the water on narrow stems. During the winter, this plant forms green buds, called turions, that sink to the bottom of the marsh and rise up again in spring to develop into mature plants. If a bladder can be wholly raised above water (by itself, it weighs 50 lbs.), it collapses with a loud popping (it cuts off here…I’m guessing “sound”).

Originally appeared in Dragon Magazine #167 (1991).
 



Rappy

First Post
I agree with Cleon. Bladderworts are crazy-nasty, but they're more suitable as a hazard like pitcher plants.
 



Cleon

Legend
Okay, here's a first shot at it. Some of the numbers may need tweaking, but I think it covers everything:

EDIT: Oops, forgot to mention the drowning risk.

EDITED EDIT: Added how big the dang thing is.

Giant Bladderwort (CR 1)
A giant bladderwort is a rootless water plant found floating in stagnant marshes.
These carnivorous plants float just below the surface of the water, appearing to be a harmless mat of vegetation. It requires a DC20 Spot or Knowledge (nature) check to notice the plant is dangerous. A typical giant bladderwort is between 20 and 30 feet across.

Giant bladderworts trap prey inside translucent bladders about 4 feet across, each plant has 1d10+10 such traps, each bladder-trap occupies a separate 5-foot square. The bladders contain a partial vacuum, as soon as a creature bumps into a bladder it pops open and the water rushing into the vacuum will suck all creatures with 5 feet of the bladder into the trap unless they succeed at a [DC 15 Reflex save?]. The plant then releases digestive enzymes that do 1d4 points of acid damage per round to all organic creatures (or objects) trapped by the bladder. Note that since the bladder is flooded with water, any air-breathing creature trapped within it also risks drowning.

A trapped creature can break free with a DC 20 Strength check, or cut their way out by using a light slashing or piercing weapon to deal 10 points of damage to the bladder (AC 12, hardness 5). Once a creature exits, elastic action closes the hole; another trapped opponent must make their own escape.

Each bladder can trap 1 Medium-sized creature, 2 Small creatures, 8 Tiny creatures, 32 Diminutive creatures or 128 Fine creatures.

Each bladder can only trigger its trap once per day. It requires 24 hours for the trap to reseal and restore its partial vacuum after the plant finishes digesting any meal it has trapped.

Damage to the bladder-traps does not harm the plant, to kill a giant bladderwort its floating main body must be destroyed (AC 14, hardness 5, 40 hit points).
 
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Shade

Monster Junkie
Fantastic. How about we make the save DC higher. If it were an 8 HD creature with a Con score of 22 (like a tendriculous), the save DC would be 20.

Perhaps the CR should be a bit higher?
 

freyar

Extradimensional Explorer
I might go with a slightly higher CR (2?), but it looks pretty good. Also, it seems weird to have both natural armor and hardness.
 

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