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

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).
 

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WITHERWEED

Huge Plant
Hit Dice: 3d8+15 (28 hp)
Initiative: -5 (Dex)
Speed: 0 ft
AC: 12 (-2 size, -5 Dex, +9 natural)
Attacks: 1d12+12 touches -5 melee
Damage: Touch 0 and dexterity drain
Face/Reach: 15 ft by 15 ft/0 ft
Special Attacks: Dexterity drain
Special Qualities: Plant, smoke
Saves: Fort +8, Ref ---, Will -3
Abilities: Str ---, Dex ---, Con 20, Int ---, Wis 2, Cha 1

Climate/Terrain: Temperate and warm land and underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Huge); 7-9 HD (Gargantuan)

Witherweed is a large patch of weed that withers creatures by draining their Dexterity. A typical patch of witherweed appears as dried-out grass or weeds in an approximately 20 foot square. This weed typically grows in abandoned places, such as ruined masonry, across doorways, or even in some underworld where it may conceal lost treasure.

COMBAT
Witherweed will attack anything that comes into contact with it. The average weed has 1d12+12 fronds equally spaced around the patch, positioned so that at least one frond can attack every creature in contact with the weed. This weed is dry and easily burned.
Dexterity Drain (Ex): Any frond touch attacks that hit a character will temporarily drain 1d4 points of Dexterity per hit (Fort save DC for half). Any victim that is drained for 4 points of Dexterity in a single hit suffers a nervous seizure. Such victims will collapse into a fit for two rounds, and for five rounds thereafter the victim suffers a -2 penalty to attack rolls, moves at 75% of his normal speed, and loses all bonuses from Dexterity.
Victims become completely incapacitated if their Dexterity score drops below 3, and will die if it drops to 0 or below. Half of the lost Dexterity points are recovered by surviving victims naturally, but the remainder can only be regained through a cure disease or similar spell.
Smoke (Ex): The smoke produced by burning witherweed is highly toxic. Anyone near the burning weed that inhales the smoke will suffer 2d4 points of Constitution damage per round, and will die upon reaching 0 Constitution. As the fire burns, this awful smoke streams forth for one round per square foot of vegetation, and only strong winds will blow the heavy smoke away. The smoke forms a cloud over the area that is nine times as large as the patch of witherweed, and takes at least four hours to dissipate completely.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

The witherweed first appeared in the Fiend Folio (1981), then in the second Forgotten Realms MC11 (1991).
 

THORNSLINGER

Large Plant
Hit Dice: 4d8+8 (26 hp)
Initiative: +1 (Dex)
Speed: 0 ft.
AC: 12 (+1 Dex, -1 size, +2 natural)
Attacks: 2-8 thorns +3 ranged
Damage: Thorns 1
Face/Reach: 5 ft. by 5 ft./0 ft
Special Attacks: Thorns, acid
Special Qualities: Plant, adhesive
Saves: Fort +6, Ref +2, Will -3
Abilities: Str ---, Dex 12, Con 14, Int ---, Wis 2, Cha 1

Climate/Terrain: Any land
Organization: Cluster (3-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large), 9-12 (Huge)

The thornslinger is a carnivorous plant that incapacitates its victims with a shower of thorns. This is a spidery-white plant with dew-covered, pale yellow blossoms. The plant averages about eight feet in diameter, and lies very close to the ground.
Thornslingers are found in out-of-the-way places, such as pits, inaccessible caves, and growing on walls. The thorns are their only means of defense, and the plants always cluster in groups in such hard to reach locations.

COMBAT
Thornslingers attack anything that moves, firing a volley of thorns every round until the movement stops.
Thorns (Ex): A thornslinger can hurl a volley of 2d4 thorns in a spread pattern at one or more targets, for 1 point of damage each. If there is only one target, it is hit automatically by 2d4 thorns. If there is more than one target, the plant must roll to hit. The thorns have a range of 30 feet, and the plants seem to have a virtually inexhaustible supply of them.
Acid (Ex): Anything touching the central core of the thornslinger is subject to 1d4 points of damage per round from the plant's digestive juices.
Adhesive (Ex): The thornslinger's central plant core is covered in a strong adhesive dew. Anything that touches this plant will be stuck to it and held immobile unless a Strength check (DC 14) is successful. Victims caught by this adhesive are automatically subject to the creature's acid attack. Victims can try a new Strength check each round.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

The thornslinger first appeared in MC11, Forgotten Realms Monstrous Compendium Appendix II (1991, David "Zeb" Cook), then in the Monstrous Manual (1993).
 

VIPER VINE

Huge Plant
Hit Dice: 4d8+20 (38 hp)
Initiative: -3 (Dex)
Speed: 10 ft.
AC: 10 (-2 size, -3 Dex, +5 natural)
Attacks: Touch +12 melee
Damage: Touch 1d4+9
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Improved grab, constriction, paralysis
Special Qualities: Plant
Saves: Fort +9, Ref -2, Will +1
Abilities: Str 28, Dex 4, Con 20, Int 6, Wis 10, Cha 6
Skills*: Hide +9

Climate/Terrain: Warm forest
Organization: Solitary or cluster (1-10)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Huge), 9-12 (Gargantuan)

Viper vines are carnivorous vines that live in tropical forests, and attack like constrictor snakes. These vines are three inches diameter in thickness, and are a brownish green color.

COMBAT
Viper vines hang loosely from trees, trailing their ends on the ground as snares for unwary creatures. They constrict themselves around opponents, crushing them while they paralyze their prey.
Improved Grab (Ex): To use this ability, the viper vine must hit with its touch attack. The vine can grab more than one opponent at a time.
Constriction (Ex): Viper vines wrap around their victims like snakes, causing 1d4 points of damage per round. Victims can break free from the constriction on a successful Strength check (DC 21).
Paralysis (Ex): Viper vines have a paralytic poison which is exuded from the skin. They can control this poison, and don't usually use it until after the victim has been constricted for 1d4 rounds. Any creature subjected to this poison will be paralyzed for 2d4 rounds unless a Fortitude save (DC 17) is made.
Skills: Viper vines receive a +8 racial bonus to Hide checks in tropical forests.

The viper vine first appeared in MC11, Forgotten Realms Monstrous Compendium Appendix II (1991, David "Zeb" Cook)
 

RETCH PLANT

RETCH PLANT (Globe Palm)
Huge Plant
Hit Dice: 5d8+25 (47 hp)
Initiative: -5 (Dex)
Speed: 0 ft
AC: 12 (-2 size, -5 Dex, +9 natural)
Attacks: None
Damage: None
Face/Reach: 15 ft by 15 ft/0 ft
Special Attacks: Globes
Special Qualities: Plant
Saves: Fort +9, Ref -4, Will -3
Abilities: Str ---, Dex ---, Con 20, Int ---, Wis 2, Cha 1

Climate/Terrain: Any warm land
Organization: Solitary or cluster (2-20)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Huge); 11-15 HD (Gargantuan)

The retch plant is a relative of the palm tree with noxious fruit. The retch plant, also known as the globe palm, looks mostly like a typical palm tree. At its top the tree always has several globe-like, coconut-sized fruit. These membranous globes are taut, and can be colored blue, violet, or lilac.

COMBAT
Retch plants are unintelligent and do not fight. The only real danger from this plant is its nauseating fruit, and the creatures it may attract. At the start of an encounter, the globe palm will have 1d4+4 fruits.
Globes (Ex): Globe palm fruit is filled with a noxious fluid that causes creatures to retch. For every creature walking under a retch plant, there is a 20% chance that one of the globes will fall. If something makes solid contact with the trunk or otherwise shakes it (including running into it, attacking it, or trying to climb it), 1d4+1 of these fruit will automatically fall. When the globes strike the ground they burst, splashing their nauseating fluid over everything in a five foot radius. Those beings within five to nine feet of the fallen fruit can easily make a Reflex save (DC 10) to avoid being hit.
Any creatures splashed by this sticky, foul fluid will vomit and retch uncontrollably for the next three rounds, and will spend the next hour at 50% of their normal Strength. No saving throw is allowed for either of these effects, but constructs, undead, elementals, and plants are immune to these effects.
Also, the stench of this fluid can attract other creatures. Splashed victims and their possessions must be bathed in alcohol to remove this smell. This odor is discernable by all within a 50-foot radius, and this range is doubled for creatures with the Scent special quality. This odor persists for 1-4 hours unless removed as described above.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

The retch plant first appeared in the Monster Manual II (1983), then in the second Forgotten Realms MC11 (1991), and in the Monstrous Manual (1993).
 

SUSSURUS

Large Plant
Hit Dice: 10d8+40 (85 hp)
Initiative: +1 (Dex)
Speed: 40 ft
AC: 18 (-1 size, +1 Dex, +8 natural)
Attacks: 2 claws +10 melee
Damage: Claw 3d6+4
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Improved grab, hug, half damage, dronesong
Special Qualities: Plant, immune to electricity, fire and cold resistance 20, resistant to plant spells, regeneration, blindsight
Saves: Fort +11, Ref +4, Will +3
Abilities: Str 19, Dex 12, Con 19, Int 6, Wis 10, Cha 13
Skills: Hide +5*

Climate/Terrain: Any warm land
Organization: Solitary
Challenge Rating: 10
Treasure: 50% standard
Alignment: Always neutral
Advancement: 11-20 HD (Large); 21-30 HD (Huge)

The sussurus is a bamboo creature, distantly related to the shambling mound. Sussuri are the size of large gorillas, appearing as headless piles of rotting bamboo. The creature has four limbs on which it walks, the front two ending in sharp bamboo claws. The creature is composed of a 7 foot tall exoskeleton comprised of several layers of decaying bamboo, which is covered by bamboo spikes. Sussuri loathe fire, and attack anyone who carries a torch or a lantern, as well as any spellcasters who have used fire-based magic in their presence.
The sussurus breathes through the honeycomb of reedy bamboo tubes that cover it, which causes the creature's characteristic "dronesong", a weird and eerie melody. This sound causes living creatures to fall asleep, and causes a phenomenon in undead known as "the sleep of the dead". They can also use this song to communicate with each other when one sussurus meets another. This breathing causes the monster to feel at peace, and in windy locations it will stand still and breathe deeply for hours.
The sussurus has a remarkable nervous system. It has no brain or vital organs, and its life force and intelligence are spread throughout a decentralized system located deep within the monster. Thus, it regenerates its form rapidly when damaged, and amputating wounds do not harm it at all. The sussurus detects other beings through its tubed exoskeleton by monitoring air disturbances. It is immune to all magic which affects the visual or audio senses, including illusions and invisibility.

COMBAT
The sussurus is a deadly adversary, probably one of the most deadly forms of plant life known. In combat, it slashes with its claws and tries to impale its opponents with a hug. The sussurus usually lies in wait in its reedy lair, either rushing out or using its dronesong when opponents approach. The sussurus and shambling mound compete with each other for territory, so a sussurus will attack a shambler on sight.
Improved Grab (Ex): To use this ability, the sussurus must hit with both of its claw attacks. If it gets a hold, the sussurus can hug.
Hug (Ex): The sussurus has a very sharp hide, and likes to impale opponents on its spiky frame. Opponents held this way suffer an additional 3d8 points of damage.
Half Damage (Ex): Any weapon attack against a sussurus, including hits from enchanted weapons, deals only half damage.
Dronesong (Su): The loud sound created by the breathing sussurus can have dire consequences for the unwary. Creatures hearing this song fall into a deep sleep for 3-12 hours, or until physically attacked, unless they succeed at a Will save (DC 16). Undead creatures of 4 Hit Dice or less are also affected by the dronesong. Affected undead cannot be affected by a cleric's turning or rebuking abilities, but will awaken if attacked physically. The dronesong can be heard at distances up to 1/4 mile away in still air.
Resistant to Plant Spells (Ex): The sussurus is susceptible to spells that affect plants, but they receive a +2 bonus to their saving throws against such magic. A sussurus takes 3d10 damage from the warp wood spell.
Regeneration (Su): A sussurus has the ability to regrow severed limbs in one combat round. If the remains of a sussurus are not scattered after its death, it will return to life in 2d6 hours with 1d8 hit points and will heal normally.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Skills: The sussurus receives a +4 racial bonus to Hide checks. *In clumps of bamboo or large growths of reeds, this Hide bonus increases to +12.

The sussurus first appeared in the 1E Fiend Folio (1981), then in the 2E Fiend Folio MC14 (1991).
 


KELPIE

Medium-Size Plant (Aquatic)
Hit Dice: 5d8 (22 hp)
Initiative: +2 (Dex)
Speed: 20 ft, swim 30 ft
AC: 19 (+2 Dex, +7 natural)
Attacks: Slam +7 melee
Damage: Slam 0
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Charm, improved grab
Special Qualities: Plant, alter shape, telepathy, fire resistance 20
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 18, Dex 14, Con 11, Int 8, Wis 10, Cha 19
Skills: Swim +10

Climate/Terrain: Any aquatic and underground
Organization: Solitary or bed (1-4)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral evil
Advancement: 6-10 HD (Medium-Size); 11-15 HD (Large)

Kelpies are evil shapechanging seaweed creatures that exist to drown foolish males. In its basic form, the kelpie appears as a mass of animate green seaweed. This aquatic plant is able to alter its shape to a more desirable form which, combined with its charm power, allows it to accomplish its evil task.
Kelpies are normally found on or slightly below the surface of saltwater oceans. They are very adaptable though, and can be found in any body of water, even in dismal swamps or subterranean grottoes. They are rarely encountered on land, but never far from a body of water.
One legend of kelpies tells that they were created by a vengeful sea god to punish men who had not given him his rightful dues. This god apparently spared women of this curse since they were rarely sailors at that time. Another legend tells that they were created by Olhydra, the Elemental Princess of Water, who made women immune to the kelpies charm out of deference for her own gender.

COMBAT
Kelpies are virtually helpless in combat situations. A kelpie will lie in wait for a humanoid male, then uses its shape altering powers to disguise itself, to entice the hapless victim into its clutches. One of its favorite tactics is to appear as a drowning woman, but it also can appear as a land creature in need of help. Kelpies are cunning and prefer to pick off stragglers, or lone travelers if possible. The kelpie takes drowned victims back to its lair to consume them.
Charm (Su): Once per day, a kelpie can cast a powerful charm (Will save DC 18) on a humanoid male. If the victim fails his save, the kelpie's altered form appears to be the most perfect, desirable form he could imagine. He comes to the kelpie, intending to hold or possess it, leaping into the water if the kelpie is underwater. When the victim is submerged, the kelpie wraps itself around the victim as he gleefully drowns. This charm lasts until the victim drowns or the kelpie dies, or if the charm is negated magically.
Charm victims who are capable of breathing water will still happily entwine themselves with the kelpie. The plant creature is confused by this, they do not stop the victim's offered protection, and actually appreciate this new companion.
Victims charmed while the kelpie is on land will protect the kelpie, even if his companions attack it. The kelpie will eventually lead the victim to a body of water to attempt to drown him.
Improved Grab (Ex): To use this ability, the kelpie must hit with both of its slam attacks. If it gets a hold, it grapples its opponent until he dies. If the victim is charmed, he does not resist and the kelpie's slams hit automatically.
Alter Shape (Ex): The kelpie has the inherent ability to alter the shape of its form. It prefers a form that would be suitable to humanoid males, such as an attractive female of the victim's race, or a valuable prized equine mount, like a horse or hippocampus. The kelpie's form is still green seaweed, and in daylight hours the disguise is obviously just a grotesque mockery. Transformed kelpies can walk on dry land for up to 3 hours.
Telepathy (Su): Kelpies can communicate telepathically with their victims, in any language that the victim knows.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Skills: Kelpies receive a +6 racial bonus to Swim checks.

The kelpie first appeared in the Fiend Folio (1981), then in the second Monstrous Compendium MC2 (1989), and in the Monstrous Manual (1993).
 


ZYGOM

(CR ?)
The zygom is a bizarre, alien type of fungoid growth that can possess and feed off of living creatures. This creature consists of a 12-24 short, thin stems with ovoid caps that are joined by a rhizome structure to form a singular creature of communal mind. This creature is functionally mindless and does have the ability to attack. They feed off of other creatures by sticking to them and then infesting their body with fungal matter.
The caps of a zygom contain a pale blue "milk" which is about as strongly adhesive as soverign glue. If one or more of the caps are broken, this substance spills out on anything coming into contact with the zygom. This milk can be transferred from weapons to targets, and creatures to creatures, and will glue touching materials together. This adhesion lasts 1d4+1 days, until the glue dries and crumbles into powder. Hunting zygoms have no offensive capabilities, but will often wait until a creature goes to sleep, slip under the creature, and wait for the creature to roll over onto it to crush the caps.
Contact with living creatures allows the zygom to infest it with spores, which begin to grow before the glue turns to powder. The growth occurs along the brain stem, particularly in the head, neck, and back and through to the spine. This infestation allows the new zygom control the host through nerve impulses. The zygom will usually cause the host to find a place to hide, where it will slowly die and be consumed by the fungus. The host will attack and defend itself from all creatures who try to stop this process from happening. Death and consumption usually occurs in about 1-8 weeks.
Although zygoms can live in the ground like other fungi, they get more nutrients from living flesh and blood. They like to infest vermin and animals of large size, beasts, and humanoids when possible. It is rare for a creature of Medium-size or greater to become a victim of zygom, but it does happen. The only known cure for zygom infestation, besides magic as strong as a limited wish or wish, is a cure disease spell.
As plant creatures, zygoms have the usual immunities, including being immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Zygoms are also not subject to critical hits.

The zygom first appeared in the Monster Manual II (1983), then in the Greyhawk Monstrous Compedium MC5 (1990).
 

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