Mortis said:
All taken from the Hollow World Boxed Set.
Somnastis Plant
your wish is granted.
Somnastis Plant
Armor Class: 6
Hit Dice: 2*
Hit Points: 20
Move: 0’ (0’)
Attacks: 2 petal strikes
Damage: 1-3/1-3
Number Appearing: 1-6
Terrain: Isolated Forest Valleys
Save As: F1
Morale: 12
Treasure Type: K
Alignment: N
THAC0: 18
XP Value: 25
This plant, firmly rooted in place, looks like a large, closed pink rosebud, three yards across, sprouting right out of the ground, surrounded by a bed of its leaves. It exudes a sweet aroma which induces drowsiness.
Its leaves, when chewed for an hour or so, make the user enter a sleepwalking state. He is aware of what is going on around him. He can answer questions put to him, but will not if they are not questions he would ordinarily answer (the Gentle Folk are so passive, of course, that they’ll never answer anything). He does not think and does not feel any emotion in this state. The state lasts 1-3 (1/2d6) days.
Someone forced to chew the leaves or take a drug based on them can make a saving throw vs. Poison in order to resist its effects. He gets a + 2 bonus to his roll. It’s fairly easy to resist; most Gentle Folk using the leaves voluntarily forfeit their saving throws, because they desire the leafs effects.
If a character under the leaf’s influence is attacked or confronts a situation where he definitely would like to break out of its effects, he must make an ordinary saving throw vs. Poison; success means he breaks out. He can only make one saving throw attempt per turn.
The somnastis plant is carnivorous. It waits until its prey is lulled to sleep by its odor, and then opens the bud of its flower. Inside are tough tendrils which can reach up to 30’; they gently grasp the prey and lower it into the flower bud. After that, the prey takes damage at the rate of ld3 per round . . . but the damage is completely painless, anaesthetic, and a sleeping victim will feel nothing.
When a potential victim comes within 30’ of one of these plants, he will smell its bewitching, flowery fragrance. At that time, ro11 1d6. The is is the number of turns before the aroma gets to him. When the rolled number of turns is past, he must make a saving throw vs. Poisons or fall asleep. If he falls asleep, he will not awaken for an hour. If he make his saving throw, the plant’s smell cannot again affect him until he goes out of its range and returns to smell it again.
some preliminary stats for the somnastis plant:
Somnastis Plant
Large Plant
Hit Dice: 2d8+X (X hp)
Initiative: +X
Speed: 0 ft
Armor Class: 14 (-1 size, +X Dex, +X natural), touch X, flat-footed X
Base Attack/Grapple: +1/+X
Attack: Petal +X melee (1d3+X)
Full Attack: Petal +X melee (1d3+X)
Space/Reach: 10 ft/10 ft
Special Attacks: aroma, sleep
Special Qualities: plant traits
Saves: Fort +X Ref +X Will +X
Abilities: Str X, Dex X, Con X, Int X, Wis X, Cha X
Skills: ?
Feats: ?
Environment: Any forest ?
Organization: Solitary or X (2-6)
Challenge Rating: X
Treasure: K?
Alignment: Always neutral ?
Advancement: 3-6 HD (Large)
Level Adjustment: ---
COMBAT
Originally found in The Hollow World Campaign Set (1990, Aaron Allston).