Sounds good.
Updated. That takes care of the mosses.
Moving on...
Plantman (Malatran Mold Man)
CLIMATE/TERRAIN: Tropical/Swamps, moist jungle
FREQUENCY: Very rare
ORGANIZATION: Tribe
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Average (8-10)
TREASURE: O, P
ALIGNMENT: Neutral
NO. APPEARING: 6-24 or 30-300
ARMOR CLASS: 4
MOVEMENT: 12
HIT DICE: 1 to 12
THAC0: By HD
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4 + 1/level or by weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: Medium/Large (4'-9')
MORALE: Average (8-10)
XP VALUE: Variable
Malatran plant men are medium to large sized, bipedal fungus creatures. They have sharp, thorn-like claws, and leaf-like tendrils form a fringe on their shoulders, abdomens, and limbs. A topknot of these tendrils sits at the apex of the plantman's head.
Malatran plantmen have brown skin and green tendrils. They are 4 feet tall, plus 1/2-foot per Hit Die. Although they do not have a spoken language, they communicate by sign language and vocalized cries, and can learn to understand Nubari and other languages (by lip reading) at the cost of a proficiency slot. Other hero characters can learn to understand (but not speak) the "Plantman language" at the cost of a proficiency slot.
Combat: Parties of plantmen hunt near their lairs. In the forest, plantmen blend in to their surroundings giving them the same ability to move silently and hide in shadows as rangers of their level. Plantmen will attack any form of animal life for food. Malatran plantmen will use their natural camouflage capabilities to ambush opponents.
Half of the plantmen in a group have 1 or 2 HD, while 25% have 3 or 4 HD. The rest are 5 or 6 HD (equal chances). For every 50 plantmen, there is a sub chief with 7 or 8 HD and 1d4+1 bodyguards of 5 HD each. Each tribe of plantmen is led by a chief with 10 HD and 2d4 bodyguards with 6 HD each. Half of the plantmen encountered carry spears, while the others use clubs or go without weapons (equal chances).
Chiefs can also attack with spores; victims must make a saving throw vs. poison or be paralyzed, dying in 5d4 minutes unless treated by a cure disease spell. Victims who die in this manner are reborn 1d4+20 hours later as plantmen with 6 HD. These individuals become the chief's bodyguards.
Plantmen larger than 7' tall suffer damage as large creatures but also gain the benefit of wielding two-handed weapons with one hand. They are immune to charm and electrical attacks, except for charm plants, and take half damage from waterbased attacks. Fire-based attacks cause double damage and require plantmen to make a saving throw vs. paralyzation or flee for 1d6 rounds before another save can be attempted. Player character plantmen can be fighters, rangers, wizards, priests, fighter/priests, or fighter/wizards. All plantmen heroes can move silently and hide in shadows as rangers when in forest terrain. Preserving the forest and natural habitat of plantmen is the primary reason that some plant men adventure and become Malatran heroes. Spell-casting plantmen are unable to use fire- or cold-based spells. Further, their healing spells are ineffective on animal-based life forms.
Habitat/Society: Plantmen form primitive, settled tribes. Theil lairs are usually found in the undrebrush of warm forests and jungles, though some tribes have lairs in underground places as well. Tribes are very territorial.
Plantmen co-exist well with plant and fungus life. They often use shriekers to guard their lairs, and plant men native to the lair can pass by those shriekers unnoticed. Russet plant is usually found in the vicinity of a plantman lair as well.
New Malatran plantmen are created by russet mold, by their leaders' spore attacks, or by budding from their leaders. Leaders are 10+ HD (and therefore non-adventuring) plantmen and can only bud if food is plentiful. Plantmen heroes are too young to bud new plantmen.
Plantmen have been known to associate with myconids, which view them as rustic cousins.
Ecology: Plantmen live by scavenging and hunting. They will eat meat in any condition, from fresh to carrion. In times of great need, they have been known to eat other plantmen, though they seldom attack members of their own or an allied tribe.
Plantmen can suffer from dehydration when adventuring outside of very moist, swampy areas. They must wet themselves twice a day or lose two Constitution points per missed bath. Lost Constitution points are regained at the rate of two points per bath. A waterskin provides enough water for a single wetting.
Originally appeared in Polyhedron #121 (1996).
Here's a web summary with a picture:
RPGA Living Jungle