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

Gish Makai said:
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*

Grab Grass appeared in the OD&D Companion Set. It didn't do anything nasty to people other than hold them in place, which makes me wonder if it was created by some spellcaster to be a living nonlethal trap.
 

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Krishnath said:
Polyps aren't plants, they're stationary animals, much like corals and most mussles

that's what i figured, too. but still, the MC5 presented them as plants (shrug) so that's how i converted them. i'm posting them tonight, so criticisms are, as always, welcome. :)
 

QUICKWOOD

Large Plant
Hit Dice: 5d8+25 (47 hp)
Initiative: -3 (Dex)
Speed: 5 ft (with roots, 30 ft)
AC: 15 (-1 size, -3 Dex, +9 natural)
Attacks: 13-18 roots +9 melee, bite +4 melee
Damage: Root 0 and grapple, bite 3d4+7
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Improved grab
Special Qualities: Plant, darkvision 120', tremorsense, channel spells, control trees, immune to fire, electricity, and gas
Saves: Fort +9, Ref -2, Will +3
Abilities: Str 25, Dex 4, Con 20, Int 12, Wis 14, Cha 17

Climate/Terrain: Any forest
Organization: Solitary or stand (2-4)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)

Quickwoods are sentient trees, similar in nature to treants. A quickwood appears as a great hardwood oak, and is always found in regions that support normal oaks. Close inspection or a glancing Spot check (DC 15) will reveal a distorted, human-like face on the trunk of the tree, including knot-hole eyes and a gaping tooth-filled maw for a mouth.
The quickwood has impressive sensory capabilities. It has large organs that act as eyes, ears, and noses that are superior to the human norm. The tree has numerous tiny roots that it can spread out to sense approaching creatures. Its leaves act in the same capacity to detect movement of air, and pressure changes. The quickwood also has several (1d6+12) larger roots that can travel up to 90 feet away from the trunk of tree, through loose topsoil.
Quickwoods are also called spy trees, as they often serve as guardians for treasure or spies for other creatures. Creatures who can convince a quickwood to be friendly often place prized treasures within the quickwood's trunk orificie. Quickwoods acting as guardians for an area can make a hollow drumming noise that can be heard over a mile away, whenever intruders are spied. It is not known if spy trees have any other method of communication.

COMBAT
Spy trees are large and slow, and prefer to remain still and quiet to watch creatures in their area. Creatures that disturb or attempt to harm anything in the quickwood's territory will likely be attacked. Anyone trying to take treasure out of its mouth is certain to get bitten. The quickwood's main attack is with its roots, which can move at a rate of 30 feet per round. These roots are very strong, and can grapple any creatures weighing less than 1,000 pounds. The roots then draw hapless victims towards the mouth; this is the only way the tree can use its bite attack, unless a victim is touching the trunk already.
These massive roots are too strong to be broken, but have 10 hit points and can be severed by a slashing weapon. This damage does not count against the quickwood's main hit point total. The quickwood will only allow six of its roots to be severed in this way before it withdraws the other roots and flees.
Improved Grab (Ex): To use this ability, the quickwood must hit with one of its roots. If it gets a hold, its bite attack hits automatically in the next round and in subsequent rounds.
Channel Spells (Su): The quickwood has the ability to absorb the energy of spells and spell-like abilities, and channel it into a fear aura. The spellcaster must succeed at a Will save (DC 15) to affect the tree at all, otherwise the spell fails and the tree absorbs all of the energy. Either way, the quickwood causes fear in a radius of 10 feet per level of the spell cast. All spells that are directly intended to affect plants, as well as more poweful spells such as disintegrate and wish, are not subject to this effect. Spells that the quickwood is naturally immune to can be subject to this channelling, but do not harm the quickwood even if the caster makes his Will save.
Control Trees (Su): The will of a quickwood is strong, and it can exert its control over oak trees. The quickwood can possess 2d4 normal oaks within one mile, which will transform slightly to look more like the quickwood. These trees will grow sensory organs like the quickwood, and the spy tree uses these trees to gain information in the surrounding area. These trees do not become mobile, nor can they attack creatures.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

The quickwood first appeared in the Monster Manual II (1983), then in the Ravenloft Monstrous Compendium MC10 (1991), and in the Monstrous Manual (1993).
 

VAMPIRE CACTUS

CACTUS, VAMPIRE
Medium-Size Plant
Hit Dice: 3d8+6 (19 hp)
Initiative: +3 (Dex)
Speed: 0 ft
AC: 17 (+3 Dex, +4 natural)
Attacks: 12 needles +3 ranged
Damage: Needle 1d2+1 and blood drain
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Blood drain
Special Qualities: Plant, immune to electricity, double damage from fire (vulnerability)
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 12, Dex 16, Con 14, Int ---, Wis 11, Cha 9

Climate/Terrain: Any desert
Organization: Solitary or stand (1-3)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Huge); 11-15 HD (Gargantuan)

The vampire cactus is a deep desert plant that drains the liquids of living animals. These cacti resemble century plants, and have 12 fleshy, needle-tipped, leaves of a dusty green color with narrow yellow bands at the edge. These leaves are five feet in length, and stick out from the three foot high main body of the plant, but droop down towards the ground. The white needles on the leaves are one inch long, and are connected to the leaf by a thick, rubbery thread. A single 5 - 6 foot tall, golden yellow spike sprouts out from the central core of the plant. From the top of this spike, a small flower blooms once every midsummer, which grows small blood-red fruit after pollination. This fruit is moist and tastes fantastically sweet.
The plant is immobile like most cacti, but its leaves are capable of rapid movement. A vampire cactus can easily be identified as a dangerous plant by all the skeletons and drained corpses of desert-dwelling creatures that surround it.

COMBAT
The vampire cactus will attack all warm-blooded creatures that approach within three yards. It attacks by firing its needles, which attach the plant to the victim via the thick thread that unreels itself from within the leaf. This thread allows the cactus to drain the blood and bodily fluids of living creatures. The plant can fire all 12 of its needles in one round, but no more than 6 at each target. Needles that miss, are pulled out of a victim, or any needles in a dead victim will be reeled in and can be fired again the next round. These threads have 4 hit points, the leaves have 8 hit points, and they can be severed with slashing weapons, although they will regrow again in a few days if the main plant is not destroyed.
Drain Blood (Ex): Every round that a needle remains imbedded in a creature, the vampire cactus drains 1d3 hit points worth of blood per needle. Victims can tear themselves free of pull the needles out, but the barbed needles cause 1d3 points of damage each to remove. The plant will be satiated after draining 50 hit points, when it then reels in its needles and remains still for two full days to digest.
Double Damage From Fire (Ex): Vampire cacti are well adapted to heat, but are very vulnerable to fire. All fire-based attacks deal double damage to a vampire cactus.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

The vampire cactus first appeared in Greyhawk Adventures (1988), then in the Greyhawk Monstrous Compendium MC5 (1990).
 

GIANT POLYP

POLYP, GIANT
Large Plant (Aquatic)
Hit Dice: 7d8+21 (52 hp)
Initiative: +1 (Dex)
Speed: 0 ft
AC: 14 (-1 size, +1 Dex, +4 natural)
Attacks: 24 tentacles +7 melee
Damage: Tentacle 1d2+3 and paralyze
Face/Reach: 5 ft by 10 ft/15 ft (with tentacles)
Special Attacks: Paralyze, swallow whole, acid
Special Qualities: Plant, spikes, double damage from fire (vulnerability)
Saves: Fort +8, Ref +3, Will +2
Abilities: Str 17, Dex 13, Con 17, Int 6, Wis 11, Cha 9

Climate/Terrain: Any aquatic and underground
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral evil
Advancement: 8-14 HD (Large); 15-21 HD (Huge)

The giant polyp is a gigantic, carnivorous variety of the polyp. They tend to cling to underwater cave walls like the sea anomone. They thrive in dark, stagnant pools and lakes in subterranean chambers. Despite these obvious differences, giant polyps are believed to be distant relatives of the kampfult.
The large, tree-like giant polyp has a strong central core, which has 24 evenly-spaced tentacles of 15 feet in length attached to it. The polyp has a huge mouth, which is usually concealed at the very bottom of its trunk. This mouth opens into a large body cavity where the monster digests its food.

COMBAT
The giant polyp fights nearly creatures with its tentacles. When it succeeds in paralyzing a victim, it wraps the tentacle around the victim and drags it towards the mouth. It takes two rounds for the victim to reach and be placed inside the mouth, at which point it is subject to acid damage. Tentacles have 4 hit points and can be severed by slashing weapons, but they will fully regenerate in 2-12 days. Giant polyps can only be killed by attacking the spiky main trunk. Generally, the best way to attack a giant polyp is by spells, particularly fire-based spells.
Paralyze (Ex): The giant polyp's tentacles are tipped with a paralytic poison. Creatures hit by a tentacle attack must succeed at a Fortitude save (DC 16) or by paralyzed for 10 rounds.
Swallow Whole (Ex): A giant polyp can automatically swallow paralyzed opponents of Medium-size or smaller size. Creatures trapped inside the polyp can only employ short piercing weapons because of the confined space. The polyp's mouth can hold two Medium-size, four Small, eight Diminutive, or sixteen Fine creatures.
Acid (Ex): The giant polyp's mouth exudes a highly potent digestive acid. Victims in the polyp's mouth suffer 3d4 points of acid damage per round.
Spikes (Ex): The main trunk of the giant polyp is covered in large, sharp spines. Anyone attacking the trunk in melee will be struck by 1d4 spikes, which cause 1d4 points of damage each.
Double Damage From Fire (Ex): Giant polyps cannot stand heat. All fire-based attacks deal double damage to a giant polyp, and tentacles within range of area-effect attacks, such as the fireball spell, are subject to damage as well.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

The giant polyp first appeared in the Greyhawk Monstrous Compendium MC5 (1990).
 

WHEW!!!

ahh, and that's all she wrote, folks. ;)
i know there are a couple dozen more plant creatures floating around out there, but hey... leave em be for now. :)

time to do some mind flayer kin!!! :D
 

Ohh, goody, Illithid-Kin :D For that I'll ignore that the Giant Polyp really is an animal :D So which one first? Noble Illithid? Elder Brain? Doom Brain? Illithid Larvae? Something else?
 

patience grasshopper! first i must dig the books out of my closet, assuming they're there in the first place. ;)
 



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