In addition, 10% of all gorse arrows will be coated with a weak poison that causes confusion for 2d4 rounds if the victim fails a save vs. poison.
Gorse prefer to dwell in the green, thorny flower-bushes they're named after, making lairs forbidding to most predators too large to maneuver through the thorns as the gorse do. If creatures larger than twice their height attempt to enter their bushes, those creatures each take damage equal to 1 hp per round if of AC 6-10, or 1 hp every other round if of AC 4-5. Movement rates through gorse bushes for beings of size S to L are slowed to one-quarter normal; larger and smaller beings are unhampered. If threatened, gorse will retreat deeper into their bushes, luring attackers through the most thickly thorned regions and possibly over logs, pits, and other hard-to-see natural obstacles.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.