Whew! We might just get a plant or two from other campaign settings completed before the month ends.
Thorn Ogre
Six-inch thorns of heavy wood, sharp as daggers, grow out of the walls and ceiling of this chamber. The floor, in contrast, is so smooth it almost appears polished. A ramp on the opposite side of the room leads still upward.
Suddenly, the wall of the chamber near the ramp bulges outward, the wood creaking and groaning. The bulge takes on a humanoid shape and splits off from the trunk of the tree, becoming a hulking figure made entirely of living wood, covered in sharp thorns and wielding a club formed from the substance of its own body. It moved toward you with surprising swiftness.
Aware that others might find the tomb and overcome the Tree, the Irda took steps to protect the body of their fallen hero. As soon as one of the heroes enters this area, the movement triggers a spell that calls forth the tomb’s guardian, a kind of wood elemental in the shape of an ogre formed from the living wood of the tree and covered in sharp thorns.
Thorn Ogre: AC 1; MV 9; HD 8; hp 55; THAC0 13; #AT 1, Dmg 2d6 (thorns); SW suffers double damage from fire attacks; SZ L (9' tall); ML fearless (20); Int low (5); AL N; XP 650.
The Thorn Ogre is virtually mindless and is not under the control of the Irda Tree. It exists solely to defend the tomb and keep all trespassers away. The heroes must defeat the ogre to pass into the tomb chamber itself. If the heroes defeat the guardian and later return to this room, it does not reappear.
Originally appeared in Sylvan Veil (1999)(Dragonlance).