Shade
Monster Junkie
I'd like to finish off the last of the jogah, but I'm going to start a "Finishing off the Fey" thread so as not to hijack this thread from the waiting plants.
Like this one.
Spear Grass
AC:7 MV:0 HD:7 hp:49 #AT:4 Dmg:1-6 each SA:Blood drain (1-4) SD:Nil AL:N THAC0:13
"The path has turned to parallel a stream on one side and a stony bluff on the other. The trail twists mund looming rocky outcroppings. Tall stands of bamboo-like growth stretch along the trail's edges, lending a tenuous footing in the rocky soil. You notice that it has become uncommonly quiet for some time. Approximately 60 yards ahead, the path descends to ford the creek, which has drawn very near. A companion's foot slip and there is a loud crack of a snapping branch. The sound of rustling arises from one grove of bamboo-like plants near the stream--and then a spearlike object is flung to land, point first, in the path before you."
This cluster of spear grass is but one of several that line the bank the heroes have walked along for several minutes. The plants track by sound and then communicate with others of their kind using a rustling language. The party has just passed within short range of this cluster and it has flung one spear in an attempt to elicit more noise. Then the spear grass will alert the rest of the clusters to the presence of prey. Once alerted, the way back will become a gauntlet run of deadly missiles. Ahead, beyond the stream, there are no more stands of spear grass, and the characters will be out of range in two or three rounds.
Spear grass clusters have 24 missiles that they may fling four at a time, and another 12 immature stalks that may be used in melee with any creatures that attack it. The spears are attached to a thin hollow filament through which the plant may suck body fluids once prey is impaled, draining an additional 1d4 points each round. These stalks are replaced at the rate of 12 a week.
Originally appeared in I13 - Adventure Pack I (1987).
Like this one.
Spear Grass
AC:7 MV:0 HD:7 hp:49 #AT:4 Dmg:1-6 each SA:Blood drain (1-4) SD:Nil AL:N THAC0:13
"The path has turned to parallel a stream on one side and a stony bluff on the other. The trail twists mund looming rocky outcroppings. Tall stands of bamboo-like growth stretch along the trail's edges, lending a tenuous footing in the rocky soil. You notice that it has become uncommonly quiet for some time. Approximately 60 yards ahead, the path descends to ford the creek, which has drawn very near. A companion's foot slip and there is a loud crack of a snapping branch. The sound of rustling arises from one grove of bamboo-like plants near the stream--and then a spearlike object is flung to land, point first, in the path before you."
This cluster of spear grass is but one of several that line the bank the heroes have walked along for several minutes. The plants track by sound and then communicate with others of their kind using a rustling language. The party has just passed within short range of this cluster and it has flung one spear in an attempt to elicit more noise. Then the spear grass will alert the rest of the clusters to the presence of prey. Once alerted, the way back will become a gauntlet run of deadly missiles. Ahead, beyond the stream, there are no more stands of spear grass, and the characters will be out of range in two or three rounds.
Spear grass clusters have 24 missiles that they may fling four at a time, and another 12 immature stalks that may be used in melee with any creatures that attack it. The spears are attached to a thin hollow filament through which the plant may suck body fluids once prey is impaled, draining an additional 1d4 points each round. These stalks are replaced at the rate of 12 a week.
Originally appeared in I13 - Adventure Pack I (1987).