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

BLOODTHORN

Medium-Size Plant
Hit Dice: 5d8+10 (32 hp)
Initiative: +1 (Dex)
Speed: 1 ft
AC: 17 (+1 Dex, +6 natural)
Attacks: 5 tendrils +5 melee
Damage: Tendril 0 and blood drain
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Attach, blood drain, system shock
Special Qualities: Plant, electricity absorption, immobilization (vulnerability)
Saves: Fort +6, Ref +2, Will +1
Abilities: Str 14, Dex 12, Con 15, Int ---, Wis 11, Cha 9

Climate/Terrain: Temperate forest
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Medium-Size); 11-15 HD (Large)

The bloodthorn is a large patch of thorny vines that drinks blood like a vampire. Appropriately, this plant is also called the vampire vine or vampire thorn. The body of this plant consists of a long, smooth, yellowish-brown trunk with several light green tendrils attached to it. These tendrils vary in length to the size of the plant, but all have numerous inch-long slender thorns that are hollow, from which the plant gets its nutrients.
Bloodthorns are attracted to heat and light, and will creep towards warm-blooded creatures. These vines grow amongst hornwood trees, but can be found among other vegetation on occasion. It resembles hornwood trees, but it's pointed, two-lobed leaves are smaller.

COMBAT
Bloodthorns can practically smell warm blood, and lash out at approaching prey. When its tendrils hit a victim, it is not long before this monster is sated. Bloodthorns of Large size will have longer tendrils with a 10-foot range, and will have eight tendrils. These plants are attracted to heat, but fear open flames and will recoil from torches and the like.
Attach (Ex): Any tendril attack from the bloodthorn will automatically attach to the victim. These barbed thorns immediately begin to drain blood, until either the victim or plant dies, or the victim breaks free. Victims can pull themselves free on a successful Strength check rolled versus the plant's Strength, but this causes an additional 1d2 points of damage to the victim as the thorns rip through flesh. The tendril can be severed on with a slashing weapon if 5 or more points of damage are caused in one hit.
Blood Drain (Ex): If any tendrils are attached to any victims, the plant will drain blood from them. Each round that one or more tendrils is attached to a victim, that victim loses 25% of its maximum hit points. Anything that does not have a circulatory system, or warm blood is immune to this attack.
System Shock (Ex): The blood drain attack of the bloodthorn is extremely painful. They victim must make a successful Fortitude save (DC ) every round of the blood drain or fall unconscious from the pain.
Electricity Absorption (Ex): Bloodthorns are immune to electricity, and electrical attacks and lightning only serve to make the plant stronger. Every time the bloodthorn is hit by electricity, it will grow by one additional Hit Die.
Immobilization (Ex): Bloodthorns cannot stand cold, and become immobilized by cold attacks for 1d4+1 rounds.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

The bloodthorn first appeared in the Monster Manual II (1983), then in the second Monstrous Compendium Annual MCA2 (1995).
 

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TWILIGHT BLOOM

Large Plant
Hit Dice: 3d8+9 (22 hp)
Initiative: +1 (Dex)
Speed: 0 ft
AC: 12 (-1 size, +1 Dex, +2 natural)
Attacks: Blossom +2 ranged
Damage: Blossom 0 and poison
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Poison
Special Qualities: Plant, tremorsense
Saves: Fort +6, Ref +2, Will +1
Abilities: Str ---, Dex 13, Con 17, Int ---, Wis 11, Cha 9

Climate/Terrain: Temperate and warm marsh
Organization: Solitary or stand (1-10)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)

The twilight bloom is a large, carnivorous tree-like plant, similar in appearance to a palm tree. This plant has a thick brown stalk, about 8 - 13 feet tall, which is scaled and branchless. At the top of the trunk the plant has drooping, green foliage, which is similar to ferns. This plant is sometimes called the purple blossom plant, for the upward pointing, cupped lavender flowers with silvery stamens that are scattered throughout the foliage. The plant's roots form a ring around the base of the trunk, and appear as a mossy mat. This plant exudes a very pleasant scent, and a sweet but poisonous sap.

COMBAT
The twilight bloom is carnivorous, but neither intelligent nor aggressive. Any movement from something passing beneath the plant causes it to tilt one of its blossoms downward, per round. As the blossom droops, it drops a tiny amount of its thick syrupy poison onto a creature. Insects are immune to this poison. Creatures that die from this potent poison are ultimately absorbed by the plant's roots as they decompose.
Poison: Contact, Fortitude save (DC 14); initial damage 3d6 Constitution, secondary damage 2d6 Constitution and 2d6 Strength.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

The twilight bloom first appeared in the Monster Manual II (1983), then in the second Monstrous Compendium Annual MCA2 (1995).
 

BORING GRASS

(CR?)
Boring grass is an unusual type of carnivorous grass that feeds on the blood of living creatures. This grass usually appears in large patches of up to 6 - 10 feet in diameter. The grass is not intelligent, but a single patch has a sort of communal life, and can sense anything moving around in it. It can appear in any temperate land, and often among other sorts of grass or vegetation. Travelers are likely to miss it and walk right into a patch, but if they are actively searching, a Spot check (DC 12) will reveal the dangerous nature of the boring grass.
The blades of this grass are very hard and shaped like corkscrews. Any sort of pressure placed on the grass causes the blades in contact with any materialto turn, and dig aggressively into it. The attack can only be delayed for one round by materials meant to protect flesh, such as leather soles, thick cloth,and magical protections; after the first round, these materials are effectively destroyed. The grass cannot bore through stone or metal, but it can break bones.
Boring grass will burrow into exposed flesh, causing 5d4 points of damage per round of contact. Poison secreted by the grass will seep into the open wounds, paralyzing the creature for 1d4 days unless a successful Fortitude save is made (DC 15). Those who save successfully are affected as by a slow spell for the duration of the poison, or until a neutralize poison spell is administered.
Anyone taking damage from the grass is partially skewered and immobile. A normal Strength check may be attempted each round to pull free of the boring grass, but the victim will take an additional 2d4 points of damage from the blades ripping back out of the flesh. Boring grass is immune to most damage and has the usual immunities of plants, including being immune to mind-influencingeffects, poison, sleep, paralysis, stunning, and polymorphing. Boring grass cannot be flanked, and is not subject to critical hits. It can be destroyed quickly by burning, or can be carefully dug out of the soil.

Boring grass first appeared in the second Monstrous Compendium Annual MCA2 (1995).
 

STRANGLE WEED

Medium-Size Plant (Aquatic)
Hit Dice: 2d8 (9 hp)
Initiative: -5 (Dex)
Speed: 0 ft
AC: 14 (-5 Dex, +9 natural)
Attacks: Touch +1 melee
Damage: Touch 0 and grab
Face/Reach: 5 ft by 5 ft/10 ft (with fronds)
Special Attacks: Improved grab, crush
Special Qualities: Plant
Saves: Fort +3, Ref -5, Will +0
Abilities: Str special, Dex ---, Con 11, Int 1, Wis 11, Cha 9

Climate/Terrain: Temperate and warm aquatic
Organization: Bed (3-12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium-Size); 5-6 HD (Large)

Strangle weed is a tropical form of carnivorous seaweed that crushes prey in its strong grasp. This plant forms a roughly oval shape with a central patch of seaweed 3-12 feet in diameter, and is usually found floating on the water's surface. Hanging downward from this center are 3-12 fronds that vary in length between 7 and 12 feet.

COMBAT
Strangle weed will attack any creature that swims or floats within range of its fronds. The strangle weed will try to hit a creature with a frond, then entwine the rest of the fronds around the victim. Each frond has an effective Strength score of 4d4 points (4-16), and all of the fronds add their Strength to the total Strength of the plant. Entwined victims suffer a -2 penalty to all attack rolls and skill checks.
Improved Grab (Ex): To use this ability, the strangle weed must hit with itstouch attack. If it gets a hold, it can crush.
Crush (Ex): Strangle weed will wrap all of its fronds around a victim, and try to crush him. If the weed's total Strength is stronger than the victim's, he will be crushed. Every round, the strangle weed will crush its victim for 1 point of damage per point of difference between the Strength of the weed and the Strength of the victim. If the strangle weed and the victim are of equal Strength, the victim takes no damage but is still unable to escape from the plant.
If the victim is stronger than the strangle weed, the monster is unable to harm him and the victim will have a chance to escape. The victim can roll a Strength check versus the plant's Strength to attempt an escape.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

The strangle weed first appeared in the Monster Manual (1977), then in the Monstrous Compendium MC2 (1989), and in the Monstrous Manual (1993).
 

looky that, 500+ hits. :) everyone's diggin on the plants! i got the bloodthorn, twilight bloom, boring grass (zzz...), and strangle weed up. up next, what do i have left... quickwood, vampire cactus, and ooh, the giant polyp! ;) and that's about it, folks. enjoy! :)
 


Hey Boz....is it me or do you remember something like Grab Grass from the very old books (1e). I remember a character walking through a patch once before but have never seen or heard anything about them again.

*Woohoo my 100th post LOL*
 
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