BOZ
Creature Cataloguer
WHIPWEED
Large Plant
Hit Dice: 4d8+12 (30 hp)
Initiative: +2 (Dex)
Speed: 10 ft
AC: 16 (-1 size, +2 Dex, +5 natural)
Attacks: 2 whips +7 melee
Damage: Whip 1d10+5
Face/Reach: 5 ft by 10 ft/15 ft (with whips)
Special Attacks: Frenzy
Special Qualities: Plant
Saves: Fort +7, Ref +3, Will +2
Abilities: Str 20, Dex 14, Con 16, Int 3, Wis 13, Cha 9
Climate/Terrain: Temperate and warm land and underground
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
The whipweed is a carnivorous creature that resembles animal life as much as it does plant life. The whipweed's body is a rough sphere that contains its small brain, and has eight small legs with which it can move when it tucks its root-like appendages underneath itself. The whipweed has two thin, whip-like stalks with leafy appendages, which are connected to its body. These stalks are usually 15 feet long, but smaller ones are not uncommon.
Whipweeds abhor sunlight, and are usually only found underground or in deep forests. It appears to survive by absorbing the remains of animal prey through its stalks. Though it appears to be capable of surviving without soil, the creature does seem to need to root in earth when not moving around.
The term whipweed may be a misnomer. Though it has many plant-like qualities, including being affected by druidical plant spells, it also has many qualities that are not plant-like.
COMBAT
Whipweeds will attack anything that moves within range of its whip-stalks. These whips can attack two different victims if both are in range. The stalks can be severed on a called shot, if at least 12 points of damage are done in one hit. This damage does not affect the body's hit point total. If both stalks are destroyed, the creature will flee.
Frenzy (Ex): If the whipweed is killed, its remaining stalks go into a frenzy for one round, then fall inert. For this round, they attack three times each, for triple damage on each hit.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
The whipweed first appeared in the Fiend Folio (1981), then in the second Forgotten Realms MC11 (1991).
Large Plant
Hit Dice: 4d8+12 (30 hp)
Initiative: +2 (Dex)
Speed: 10 ft
AC: 16 (-1 size, +2 Dex, +5 natural)
Attacks: 2 whips +7 melee
Damage: Whip 1d10+5
Face/Reach: 5 ft by 10 ft/15 ft (with whips)
Special Attacks: Frenzy
Special Qualities: Plant
Saves: Fort +7, Ref +3, Will +2
Abilities: Str 20, Dex 14, Con 16, Int 3, Wis 13, Cha 9
Climate/Terrain: Temperate and warm land and underground
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
The whipweed is a carnivorous creature that resembles animal life as much as it does plant life. The whipweed's body is a rough sphere that contains its small brain, and has eight small legs with which it can move when it tucks its root-like appendages underneath itself. The whipweed has two thin, whip-like stalks with leafy appendages, which are connected to its body. These stalks are usually 15 feet long, but smaller ones are not uncommon.
Whipweeds abhor sunlight, and are usually only found underground or in deep forests. It appears to survive by absorbing the remains of animal prey through its stalks. Though it appears to be capable of surviving without soil, the creature does seem to need to root in earth when not moving around.
The term whipweed may be a misnomer. Though it has many plant-like qualities, including being affected by druidical plant spells, it also has many qualities that are not plant-like.
COMBAT
Whipweeds will attack anything that moves within range of its whip-stalks. These whips can attack two different victims if both are in range. The stalks can be severed on a called shot, if at least 12 points of damage are done in one hit. This damage does not affect the body's hit point total. If both stalks are destroyed, the creature will flee.
Frenzy (Ex): If the whipweed is killed, its remaining stalks go into a frenzy for one round, then fall inert. For this round, they attack three times each, for triple damage on each hit.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
The whipweed first appeared in the Fiend Folio (1981), then in the second Forgotten Realms MC11 (1991).