I'm a Plant. (I thought they called guys like you fruits?)

BOZ

Creature Cataloguer
hahaha, ten points if you remember what movie that's from. :)

anyway, been busy lately and slow getting to work on the plant creatures. i'm almost done with the forester's bane/snapper-saw, and the mantrap. i should be able to finish them up and post them tonight. after that, there are about a dozen more vegetable monsters to work on :) LOL
 

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FORESTER'S BANE (Snapper-Saw)
Huge Plant
Hit Dice: 5d8+30 (52 hp)
Initiative: +0 (Dex)
Speed: 0 ft
AC: 11 (-2 size, +3 natural)
Attacks: 6 saws +10 melee
Damage: Saw 1d4+7
Face/Reach: 15 ft by 15 ft/10 ft
Special Attacks: Trapping
Special Qualitites: Plant, blindsight
Saves: Fort +10, Ref +1, Will +0
Abilities: Str 24, Dex 10, Con 22, Int ---, Wis 8, Cha 3

Climate/Terrain: Any land
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Huge); 11-15 HD (Gargantuan)

The forester's bane is a huge, dark green carnivorous shrub. This low-growing plant has several broad, tough leaves with sinewy ribbing, that extend and radiate from five to seven feet from the original plant. The bushy center of the plant hides several purple stalks with saw-toothed edges and thorny projections. There are usually six such saw-stalks, though damaged specimens may have less. This center also grows plump, nutritious berries of white, green, golden, or bright yellow color.

COMBAT
When a creature steps on or near the outer leaves of the forester's bane, the leaves snap shut and trap the victim. When one or more victims are held by the leaves, the saw-stalks in the plant's interior begin to slice at the victims. The hit points listed above are just for the main center of the plant; each snapper leaf has 1d8+8 additional hit points before being severed, and each saw-stalk has 1d8+16. The snapper leaves are AC 15, and the saw-stalks are AC 18, and the central bush is completely covered while the stalks are up. The center of the plant must be destroyed to kill it.
Trapping (Ex): The outer leaves of the snapper-saw are very strong, and can snap shut and hold a creature of Large size or smaller. Any creature within 5 feet of the plant when the leaves attack must roll a Reflex save (DC 19) or be trapped. Trapped prey has no Dexterity bonuses to AC, though other adjustments apply as normal. Trapped victims can only attack with small piercing weapons. The victims are held fast, and can only escape on a successful Strength check against the plant's Strength, or by severing the leaves. Even if the victim can escape, the plant can still attack with its saws in that same round.
Blindsight (Ex): The forester's bane has no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibrations.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

The forester's bane first appeared in the Monster Manual II (1983), then in the second Forgotten Realms MC11 (1991) as the snapper-saw, and in the Monstrous Manual (1993).
 

MANTRAP
Huge Plant
Hit Dice: 4d8+20 (38 hp)
Initiative: -5 (Dex)
Speed: 0 ft
AC: 14 (-2 size, +6 natural)
Attacks: Slam +10 melee
Damage: Slam 0
Face/Reach: 15 ft by 15 ft/0 ft
Special Attacks: Pollen, improved grab, acid
Special Qualitites: Plant
Saves: Fort +9, Ref ---, Will -1
Abilities: Str 22, Dex ---, Con 20, Int ---, Wis 6, Cha 14

Climate/Terrain: Warm hills and forest
Organization: Solitary or pair
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: 4-8 HD (Huge); 9-12 HD (Gargantuan)

The mantrap is a gigantic relative of the Venus flytrap, that usually appears in pairs. This insidious plant attracts live prey by scent, then traps its victims while dissolving them with acid. The mantrap is a huge bush with towering stalks of purple blossoms, and has 2-5 huge green leaves at ground level.

COMBAT
A mantrap continuously releases its dangerous pollen during daylight hours. Any creature that steps on one of its leaf traps is subject to a slam attack from the plant. The plant can thus make up to 2-5 slams per round, one for every leaf that is stepped on by individual targets. This slam holds the creature securely, and the victim cannot be pulled free until the plant is destroyed.
Pollen (Ex): All creatures that approach within 60 feet of the mantrap must make a Will save (DC 14) or become attracted to the odor that its pollen emits. Enthralled victims proceed at normal speed to the plant and voluntarily climb onto one of the plant's leaf traps.
The fascination caused by this pollen is very strong, and lasts for 24 hours, when the odor sours. If the plant is burned, the fumes counteract the effects of the pollen.
Improved Grab (Ex): To use this ability, the mantrap must hit with its slam attack.
Acid (Ex): Victims caught in a mantrap's body take 1d10 points of acid damage per round. Items are also subject to acid damage.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

The mantrap first appeared in the Monster Manual II (1983), then in the Monstrous Compendium MC2 (1989), and in the Monstrous Manual (1993).
 







BLACK WILLOW

WILLOW, BLACK
Huge Plant
Hit Dice: 12d8+72 (126 hp)
Initiative: -1 (Dex)
Speed: 1 ft
AC: 17 (-2 size, -1 Dex, +10 natural)
Attacks: 7-12 slams +14 melee
Damage: Slam 1d4+8
Face/Reach: 15 ft by 15 ft/30 ft (with branches)
Special Attacks: Drowsiness, swallow whole, acidic sap
Special Qualities: Plant, alter shape, fast healing 1, immune to electricity
Saves: Fort +14, Ref +3, Will +6
Abilities: Str 26, Dex 8, Con 22, Int 10, Wis 14, Cha 18

Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always neutral evil
Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)

The black willow is a sentient tree, akin to the treant, of evil disposition. They are usually indistinguishable from other trees, because they have the ability to alter their appearance somewhat. These trees are mobile and carnivorous, and can slowly move to new hunting grounds. This tree usually inhabits regions where normal willow trees grow, but it can be found anywhere, including underground lakes and abandoned ruins. They rarely find their ways into druid groves, but usually only if the grove hasn't been properly maintained.
The black willow gains part of its sustenance the same way all plants do, but is aggressively carnivorous towards humanoids. This plant particularly relishes elves, gnomes, and humans. It is believed that the black willow is either an evil offshoot of the treant, or a perversion of the quickwood. Black willows are highly intelligent plants, but do not speak.

COMBAT
The black willow attacks with its lashing, whip-like branches, but usually only after using its other special attacks. Its preferred tactic is to cause creatures to go to sleep, waiting for them to climb onto a safe-looking limb of the willow. When the creature(s) falls asleep, a hole opens up in the tree under the victim, and they fall into a hollow limb. The limb then tilts at an angle to slide the victims into the hollow trunk cavity. The trunk's safe-looking openings can also be used to trap victims. If the willow is able to knock out opponents with its slam attacks, it can lift them with its branches and swallow them.
Drowsiness (Su): The black willow can create an aura of drowsiness, making tired creatures fall into natural sleep. Any creatures which are already going to sleep get no saving throw, but active creatures can make a Will save (DC 20) to stay awake. Creatures who fail the save or are already tired do not drop immediately to the ground, but feel compelled to stop and rest. Creatures who make their saving throw feel no effects at all.
Swallow Whole (Ex): A black willow can automatically swallow unconscious or sleeping opponents of Medium-size or smaller size that are touching the tree. The stomach cavity of the black willow is coated with sticky, nonflammable sap. This sap holds the victims still as the digestive sap oozes up from the roots of the tree.
Creatures trapped inside the tree can only employ short piercing weapons because of the confined space. It is also impossible for Medium-size casters to cast spells from within the stomach. The black willow's stomach can hold four Medium-size, eight Small, sixteen Diminutive, or thirty-two Fine creatures.
Acidic Sap (Ex): The digestive sap of the black willow fills its stomach cavity at a rate of one foot per ten rounds, until the entire eight-foot cavity is filled. This juice inflicts 1d4 points of acid damage per round. Complete digestion occurs when the victim reaches -20 hit points, at which point resurrection is impossible.
Alter Shape (Ex): A black willow can alter its trunk and limbs to appear as a normal willow tree. It can have a smooth trunk and broad, inviting limbs, or it will show safe-looking trunk cavities at the base of the tree or high in the upper trunk. Treants can spot a black willow instantly on a normal Spot check, but anyone else, even druids, can only recognize an altered black willow for what it is on a Spot check (DC 20), or with magical aid.
Immune to Electricity (Ex): The black willow is immune to electrical attacks, but only if its roots are firmly grounded.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

The black willow first appeared in the Monster Manual II (1983), then in the second Forgotten Realms MC11 (1991).
 

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